• Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    www.ilm.com
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • Boruto Two Blue Vortex: How Shibai Otsutsuki Could Return in the Future

    Boruto: Two Blue Vortex has introduced many mysteries that will likely be revealed as the story unfolds. Boruto: Naruto Next Generations introduced Shibai Otsutsuki, an enigmatic figure and the most powerful member of the Otsutsuki clan.
    #boruto #two #blue #vortex #how
    Boruto Two Blue Vortex: How Shibai Otsutsuki Could Return in the Future
    Boruto: Two Blue Vortex has introduced many mysteries that will likely be revealed as the story unfolds. Boruto: Naruto Next Generations introduced Shibai Otsutsuki, an enigmatic figure and the most powerful member of the Otsutsuki clan. #boruto #two #blue #vortex #how
    Boruto Two Blue Vortex: How Shibai Otsutsuki Could Return in the Future
    gamerant.com
    Boruto: Two Blue Vortex has introduced many mysteries that will likely be revealed as the story unfolds. Boruto: Naruto Next Generations introduced Shibai Otsutsuki, an enigmatic figure and the most powerful member of the Otsutsuki clan.
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  • Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario

    Standard modular construction was given a softened appearance with the addition of residential wood truss roofs and the introduction of shorter modules in select locations to create courtyards. Photo by doublespace photography
    PROJECT Durham Modular Transitional Housing, Beaverton, Ontario
    ARCHITECT Montgomery Sisam Architects Inc.
    In cities, homelessness can be painfully visible, in the form of encampments or people sleeping rough. But in rural areas, people experiencing homelessness are often hidden away.
    It’s this largely invisible but clearly present need that led to the construction of Beaverton Heights, a 47-unit transitional housing residence about 100 kilometres from Toronto that serves the northern part of the Regional Municipality of Durham. The region had run a pilot project for transitional housing in Durham during the Covid pandemic, out of a summer camp property—so when provincial and federal funding became available for modular, rapidly delivered transitional housing, they were quick to apply.
    Montgomery Sisam Architects is no stranger to modular supportive housing, or to the site, for that matter. 15 years ago, they designed Lakeview Manor, a 200-bed long-term care facility for the region, on an adjoining parcel of land. At the time that they took on Beaverton Heights, they had completed two modular supportive housing projects for the City of Toronto. 
    The initial Toronto projects were done on a massively compressed timeline—a mere eight months from design to the move-in date for the first, and nine months for the second. “So we knew that’s as tight as you can crunch it—and that’s with all the stars aligned,” says Montgomery Sisam principal Daniel Ling. 
    As transitional housing, the Beaverton facility is designed to help residents overcome their barriers to housing. To achieve this, the program not only includes residential units, but communal spaces, including a double-height dining room and lounge that occupy the western half of the project. This part of the complex can also be used independently, such as for community activities and health supports. To create the needed volume, Montgomery Sisam decided to prefabricate the community structure in steel: the entire west half of the project was constructed and assembled in a factory to ensure that it would fit together as intended, then disassembled and reassembled on site.
    The double-height community space includes a reading room, terrace, administrative areas, and communal dining room served by a full commercial kitchen. The building can also be used for community-wide functions, such as medical clinics. A cluster of columns marks the area where the dining area’s eight steel modular units join together. Photo by Tom Ridout
    For both the steel community structure and its wood residential counterpart, the prefabrication process was extensive, and included the in-factory installation of plumbing, electrical and mechanical systems, interior and exterior finishes, and even furnishings in each module. “Basically, just remove the plastic from the mattress and take the microwave from the box that’s already in the unit,” says Jacek Sochacki, manager of facilities design, construction, and asset management at the works department of the Regional Municipality of Durham. Within the building, the most extensive on-site work was in the hallways, where the modules met: building systems needed to connect up, and flooring and finishes needed to be completed over the joints after the modules were installed.
    One of the most surprising aspects of the project is how un-modular it looks. Montgomery Sisam’s previous experience with modular construction allowed them to find leeway in the process—small tweaks that would change the look of the project, without affecting the construction cost. The long site allowed the architects to use a single module as a glazed hallway, connecting the two buildings, and creating generous courtyards on its two sides. In two other areas, shorter modules are specified to transform the massing of the building. The resulting cut-outs serve as an entry forecourt and as a dining terrace. Instead of flat roofs, the team used residential trusses—“the same wood trusses you would see in subdivisions,” says Ling—to create sloped roof forms. From the outside, the windows of the residential units are slightly recessed behind a frame of wood cladding, adding further dimension to the façade. 
    Photo by doublespace photography
    Since it was a design-build process, all of these decisions were vetted through the builder for their cost effectiveness. “It wasn’t hard to convince them, we’re going to use some shorter modules—you are going to build less there,” recalls Ling. “These are things that actually don’t cost a lot of money.”
    The resulting massing is intentionally lower towards the front of the property, where the community space faces residential neighbours, and doubles to four storeys towards the back. As you approach the project, the courtyards and cut-outs give it the appearance of smaller discrete masses, rather than a single volume.
    Topping the project is the region’s largest solar panel array, which provides 35 to 40 percent of the all-electric building’s energy needs. Modular construction aided in airtightness and performance—in its first months of operation, it delivered an EUI of 102 kWh/m2/year.  
    Balancing between independence and community was an important principle for the program, and for the design. To this end, each studio is designed to function as a self-sufficient dwelling, with its own kitchen, full washroom, and heat pump with independent temperature control. Small spatial nudges—like daylight at both ends of corridors, seating nooks with built-in benches throughout the project, and generous common rooms—aim to coax residents outside of their units. The property is bracketed by the dining area at the front, and an outdoor basketball court at the rear. A long storage shed holds some of the facility’s mechanical equipment along with bikes—an easy way to get into town for residents who may not have cars. 
    Located between the residences and the community building, a semi-private courtyard offers a quiet place for clients to rest or socialize with others. Photo by doublespace photography
    The building looks so good that, had the finishes be chosen for luxury rather than durability, it could easily pass as a family resort. But is that too nice? Often, government-funded buildings—especially for a stigmatized program such as transitional housing—come under criticism if they appear to be too fancy. 
    I put this to Sochacki, who replies: “There’s this misnomer that if the building looks good or unique, it costs a lot of money. I think we proved that it doesn’t.” Apart from a wood surround for the fireplace, the components of the building are utilitarian and basic, he says. “It’s just like: how do you make the most out of common materials? It costs us exactly the same, but we’re doing things that are actually nice.”
    Screenshot
    That niceness is not just a perk, but essential to the core purpose of helping people experiencing homelessness to make their way back into society. “Making it nice is important,” says Sochacki. “Nice lighting, nice windows, nice places to sit, nice spaces that people enjoy being at—because that’s what’s going to make the difference.” 
    “If you build a place that people just want to spend all their time in their room and they don’t come out, that’s not going to help them with transitioning back to a sustainable, permanent housing lifestyle,” he adds. “You’ve got to create a place where they feel welcome and that they want to spend time in—they want to meet other people and they want to get the support, because there’s a place and space for it, and it’s successful for them to get the support.”
    A terrace adjoins the reading lounge and dining area, inviting outdoor barbecues and gatherings in warm weather. The cut-out was created by using a shorter module in this section of the building, minimizing the impact to construction costs and logistics. Photo by Tom Ridout
    CLIENT Regional Municipality of Durham | ARCHITECT TEAM Daniel Ling, Enda McDonagh, Kevin Hutchinson, Sonja Storey-Fleming, Mateusz Nowacki, Zheng Li, Grace Chang, Jake Pauls Wolf, Mustafa Munawar, Paul Kurti, William Tink, Victoria Ngai, Kavitha Jayakrishnan, Max Veneracion, Megan Lowes | STRUCTURAL/MECHANICAL/ELECTRICAL Design Works Engineering | LANDSCAPE Baker Turner | INTERIORS Montgomery Sisam Architects | CONTRACTOR NRB Modular Solutions | CIVIL Design Works Engineering | CODE Vortex Fire | FOOD SERVICES Kaizen Foodservice Planning & Design | ENERGY MODELlING Design Work Engineering | SPECIFICATIONS DGS Consulting Services | AREA 3,550 m2 | COMPLETION October 2024
    ENERGY USE INTENSITY101.98 kWh/m2/year 

     As appeared in the June 2025 issue of Canadian Architect magazine 

    The post Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario appeared first on Canadian Architect.
    #invisible #need #visible #care #beaverton
    Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario
    Standard modular construction was given a softened appearance with the addition of residential wood truss roofs and the introduction of shorter modules in select locations to create courtyards. Photo by doublespace photography PROJECT Durham Modular Transitional Housing, Beaverton, Ontario ARCHITECT Montgomery Sisam Architects Inc. In cities, homelessness can be painfully visible, in the form of encampments or people sleeping rough. But in rural areas, people experiencing homelessness are often hidden away. It’s this largely invisible but clearly present need that led to the construction of Beaverton Heights, a 47-unit transitional housing residence about 100 kilometres from Toronto that serves the northern part of the Regional Municipality of Durham. The region had run a pilot project for transitional housing in Durham during the Covid pandemic, out of a summer camp property—so when provincial and federal funding became available for modular, rapidly delivered transitional housing, they were quick to apply. Montgomery Sisam Architects is no stranger to modular supportive housing, or to the site, for that matter. 15 years ago, they designed Lakeview Manor, a 200-bed long-term care facility for the region, on an adjoining parcel of land. At the time that they took on Beaverton Heights, they had completed two modular supportive housing projects for the City of Toronto.  The initial Toronto projects were done on a massively compressed timeline—a mere eight months from design to the move-in date for the first, and nine months for the second. “So we knew that’s as tight as you can crunch it—and that’s with all the stars aligned,” says Montgomery Sisam principal Daniel Ling.  As transitional housing, the Beaverton facility is designed to help residents overcome their barriers to housing. To achieve this, the program not only includes residential units, but communal spaces, including a double-height dining room and lounge that occupy the western half of the project. This part of the complex can also be used independently, such as for community activities and health supports. To create the needed volume, Montgomery Sisam decided to prefabricate the community structure in steel: the entire west half of the project was constructed and assembled in a factory to ensure that it would fit together as intended, then disassembled and reassembled on site. The double-height community space includes a reading room, terrace, administrative areas, and communal dining room served by a full commercial kitchen. The building can also be used for community-wide functions, such as medical clinics. A cluster of columns marks the area where the dining area’s eight steel modular units join together. Photo by Tom Ridout For both the steel community structure and its wood residential counterpart, the prefabrication process was extensive, and included the in-factory installation of plumbing, electrical and mechanical systems, interior and exterior finishes, and even furnishings in each module. “Basically, just remove the plastic from the mattress and take the microwave from the box that’s already in the unit,” says Jacek Sochacki, manager of facilities design, construction, and asset management at the works department of the Regional Municipality of Durham. Within the building, the most extensive on-site work was in the hallways, where the modules met: building systems needed to connect up, and flooring and finishes needed to be completed over the joints after the modules were installed. One of the most surprising aspects of the project is how un-modular it looks. Montgomery Sisam’s previous experience with modular construction allowed them to find leeway in the process—small tweaks that would change the look of the project, without affecting the construction cost. The long site allowed the architects to use a single module as a glazed hallway, connecting the two buildings, and creating generous courtyards on its two sides. In two other areas, shorter modules are specified to transform the massing of the building. The resulting cut-outs serve as an entry forecourt and as a dining terrace. Instead of flat roofs, the team used residential trusses—“the same wood trusses you would see in subdivisions,” says Ling—to create sloped roof forms. From the outside, the windows of the residential units are slightly recessed behind a frame of wood cladding, adding further dimension to the façade.  Photo by doublespace photography Since it was a design-build process, all of these decisions were vetted through the builder for their cost effectiveness. “It wasn’t hard to convince them, we’re going to use some shorter modules—you are going to build less there,” recalls Ling. “These are things that actually don’t cost a lot of money.” The resulting massing is intentionally lower towards the front of the property, where the community space faces residential neighbours, and doubles to four storeys towards the back. As you approach the project, the courtyards and cut-outs give it the appearance of smaller discrete masses, rather than a single volume. Topping the project is the region’s largest solar panel array, which provides 35 to 40 percent of the all-electric building’s energy needs. Modular construction aided in airtightness and performance—in its first months of operation, it delivered an EUI of 102 kWh/m2/year.   Balancing between independence and community was an important principle for the program, and for the design. To this end, each studio is designed to function as a self-sufficient dwelling, with its own kitchen, full washroom, and heat pump with independent temperature control. Small spatial nudges—like daylight at both ends of corridors, seating nooks with built-in benches throughout the project, and generous common rooms—aim to coax residents outside of their units. The property is bracketed by the dining area at the front, and an outdoor basketball court at the rear. A long storage shed holds some of the facility’s mechanical equipment along with bikes—an easy way to get into town for residents who may not have cars.  Located between the residences and the community building, a semi-private courtyard offers a quiet place for clients to rest or socialize with others. Photo by doublespace photography The building looks so good that, had the finishes be chosen for luxury rather than durability, it could easily pass as a family resort. But is that too nice? Often, government-funded buildings—especially for a stigmatized program such as transitional housing—come under criticism if they appear to be too fancy.  I put this to Sochacki, who replies: “There’s this misnomer that if the building looks good or unique, it costs a lot of money. I think we proved that it doesn’t.” Apart from a wood surround for the fireplace, the components of the building are utilitarian and basic, he says. “It’s just like: how do you make the most out of common materials? It costs us exactly the same, but we’re doing things that are actually nice.” Screenshot That niceness is not just a perk, but essential to the core purpose of helping people experiencing homelessness to make their way back into society. “Making it nice is important,” says Sochacki. “Nice lighting, nice windows, nice places to sit, nice spaces that people enjoy being at—because that’s what’s going to make the difference.”  “If you build a place that people just want to spend all their time in their room and they don’t come out, that’s not going to help them with transitioning back to a sustainable, permanent housing lifestyle,” he adds. “You’ve got to create a place where they feel welcome and that they want to spend time in—they want to meet other people and they want to get the support, because there’s a place and space for it, and it’s successful for them to get the support.” A terrace adjoins the reading lounge and dining area, inviting outdoor barbecues and gatherings in warm weather. The cut-out was created by using a shorter module in this section of the building, minimizing the impact to construction costs and logistics. Photo by Tom Ridout CLIENT Regional Municipality of Durham | ARCHITECT TEAM Daniel Ling, Enda McDonagh, Kevin Hutchinson, Sonja Storey-Fleming, Mateusz Nowacki, Zheng Li, Grace Chang, Jake Pauls Wolf, Mustafa Munawar, Paul Kurti, William Tink, Victoria Ngai, Kavitha Jayakrishnan, Max Veneracion, Megan Lowes | STRUCTURAL/MECHANICAL/ELECTRICAL Design Works Engineering | LANDSCAPE Baker Turner | INTERIORS Montgomery Sisam Architects | CONTRACTOR NRB Modular Solutions | CIVIL Design Works Engineering | CODE Vortex Fire | FOOD SERVICES Kaizen Foodservice Planning & Design | ENERGY MODELlING Design Work Engineering | SPECIFICATIONS DGS Consulting Services | AREA 3,550 m2 | COMPLETION October 2024 ENERGY USE INTENSITY101.98 kWh/m2/year   As appeared in the June 2025 issue of Canadian Architect magazine  The post Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario appeared first on Canadian Architect. #invisible #need #visible #care #beaverton
    Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario
    www.canadianarchitect.com
    Standard modular construction was given a softened appearance with the addition of residential wood truss roofs and the introduction of shorter modules in select locations to create courtyards. Photo by doublespace photography PROJECT Durham Modular Transitional Housing, Beaverton, Ontario ARCHITECT Montgomery Sisam Architects Inc. In cities, homelessness can be painfully visible, in the form of encampments or people sleeping rough. But in rural areas, people experiencing homelessness are often hidden away. It’s this largely invisible but clearly present need that led to the construction of Beaverton Heights, a 47-unit transitional housing residence about 100 kilometres from Toronto that serves the northern part of the Regional Municipality of Durham. The region had run a pilot project for transitional housing in Durham during the Covid pandemic, out of a summer camp property—so when provincial and federal funding became available for modular, rapidly delivered transitional housing, they were quick to apply. Montgomery Sisam Architects is no stranger to modular supportive housing, or to the site, for that matter. 15 years ago, they designed Lakeview Manor, a 200-bed long-term care facility for the region, on an adjoining parcel of land. At the time that they took on Beaverton Heights, they had completed two modular supportive housing projects for the City of Toronto. (They have since completed four more.)  The initial Toronto projects were done on a massively compressed timeline—a mere eight months from design to the move-in date for the first, and nine months for the second. “So we knew that’s as tight as you can crunch it—and that’s with all the stars aligned,” says Montgomery Sisam principal Daniel Ling.  As transitional housing, the Beaverton facility is designed to help residents overcome their barriers to housing. To achieve this, the program not only includes residential units, but communal spaces, including a double-height dining room and lounge that occupy the western half of the project. This part of the complex can also be used independently, such as for community activities and health supports. To create the needed volume, Montgomery Sisam decided to prefabricate the community structure in steel: the entire west half of the project was constructed and assembled in a factory to ensure that it would fit together as intended, then disassembled and reassembled on site. The double-height community space includes a reading room, terrace, administrative areas, and communal dining room served by a full commercial kitchen. The building can also be used for community-wide functions, such as medical clinics. A cluster of columns marks the area where the dining area’s eight steel modular units join together. Photo by Tom Ridout For both the steel community structure and its wood residential counterpart, the prefabrication process was extensive, and included the in-factory installation of plumbing, electrical and mechanical systems, interior and exterior finishes, and even furnishings in each module. “Basically, just remove the plastic from the mattress and take the microwave from the box that’s already in the unit,” says Jacek Sochacki, manager of facilities design, construction, and asset management at the works department of the Regional Municipality of Durham. Within the building, the most extensive on-site work was in the hallways, where the modules met: building systems needed to connect up, and flooring and finishes needed to be completed over the joints after the modules were installed. One of the most surprising aspects of the project is how un-modular it looks. Montgomery Sisam’s previous experience with modular construction allowed them to find leeway in the process—small tweaks that would change the look of the project, without affecting the construction cost. The long site allowed the architects to use a single module as a glazed hallway, connecting the two buildings, and creating generous courtyards on its two sides. In two other areas, shorter modules are specified to transform the massing of the building. The resulting cut-outs serve as an entry forecourt and as a dining terrace. Instead of flat roofs, the team used residential trusses—“the same wood trusses you would see in subdivisions,” says Ling—to create sloped roof forms. From the outside, the windows of the residential units are slightly recessed behind a frame of wood cladding, adding further dimension to the façade.  Photo by doublespace photography Since it was a design-build process, all of these decisions were vetted through the builder for their cost effectiveness. “It wasn’t hard to convince them, we’re going to use some shorter modules—you are going to build less there,” recalls Ling. “These are things that actually don’t cost a lot of money.” The resulting massing is intentionally lower towards the front of the property, where the community space faces residential neighbours, and doubles to four storeys towards the back. As you approach the project, the courtyards and cut-outs give it the appearance of smaller discrete masses, rather than a single volume. Topping the project is the region’s largest solar panel array, which provides 35 to 40 percent of the all-electric building’s energy needs. Modular construction aided in airtightness and performance—in its first months of operation, it delivered an EUI of 102 kWh/m2/year.   Balancing between independence and community was an important principle for the program, and for the design. To this end, each studio is designed to function as a self-sufficient dwelling, with its own kitchen, full washroom, and heat pump with independent temperature control. Small spatial nudges—like daylight at both ends of corridors, seating nooks with built-in benches throughout the project, and generous common rooms—aim to coax residents outside of their units. The property is bracketed by the dining area at the front, and an outdoor basketball court at the rear. A long storage shed holds some of the facility’s mechanical equipment along with bikes—an easy way to get into town for residents who may not have cars.  Located between the residences and the community building, a semi-private courtyard offers a quiet place for clients to rest or socialize with others. Photo by doublespace photography The building looks so good that, had the finishes be chosen for luxury rather than durability, it could easily pass as a family resort. But is that too nice? Often, government-funded buildings—especially for a stigmatized program such as transitional housing—come under criticism if they appear to be too fancy.  I put this to Sochacki, who replies: “There’s this misnomer that if the building looks good or unique, it costs a lot of money. I think we proved that it doesn’t.” Apart from a wood surround for the fireplace, the components of the building are utilitarian and basic, he says. “It’s just like: how do you make the most out of common materials? It costs us exactly the same, but we’re doing things that are actually nice.” Screenshot That niceness is not just a perk, but essential to the core purpose of helping people experiencing homelessness to make their way back into society. “Making it nice is important,” says Sochacki. “Nice lighting, nice windows, nice places to sit, nice spaces that people enjoy being at—because that’s what’s going to make the difference.”  “If you build a place that people just want to spend all their time in their room and they don’t come out, that’s not going to help them with transitioning back to a sustainable, permanent housing lifestyle,” he adds. “You’ve got to create a place where they feel welcome and that they want to spend time in—they want to meet other people and they want to get the support, because there’s a place and space for it, and it’s successful for them to get the support.” A terrace adjoins the reading lounge and dining area, inviting outdoor barbecues and gatherings in warm weather. The cut-out was created by using a shorter module in this section of the building, minimizing the impact to construction costs and logistics. Photo by Tom Ridout CLIENT Regional Municipality of Durham | ARCHITECT TEAM Daniel Ling (FRAIC), Enda McDonagh, Kevin Hutchinson, Sonja Storey-Fleming, Mateusz Nowacki, Zheng Li, Grace Chang, Jake Pauls Wolf, Mustafa Munawar, Paul Kurti, William Tink, Victoria Ngai, Kavitha Jayakrishnan, Max Veneracion, Megan Lowes | STRUCTURAL/MECHANICAL/ELECTRICAL Design Works Engineering | LANDSCAPE Baker Turner | INTERIORS Montgomery Sisam Architects | CONTRACTOR NRB Modular Solutions | CIVIL Design Works Engineering | CODE Vortex Fire | FOOD SERVICES Kaizen Foodservice Planning & Design | ENERGY MODELlING Design Work Engineering | SPECIFICATIONS DGS Consulting Services | AREA 3,550 m2 | COMPLETION October 2024 ENERGY USE INTENSITY (operational) 101.98 kWh/m2/year   As appeared in the June 2025 issue of Canadian Architect magazine  The post Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario appeared first on Canadian Architect.
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  • Multicolor DLP 3D printing breakthrough enables dissolvable supports for complex freestanding structures

    Researchers at the University of Texas at Austin have developed a novel resin system for multicolor digital light processing3D printing that enables rapid fabrication of freestanding and non-assembly structures using dissolvable supports. The work, led by Zachariah A. Page and published in ACS Central Science, combines UV- and visible-light-responsive chemistries to produce materials with distinct solubility profiles, significantly streamlining post-processing.
    Current DLP workflows are often limited by the need for manually removed support structures, especially when fabricating components with overhangs or internal joints. These limitations constrain automation and increase production time and cost. To overcome this, the team designed wavelength-selective photopolymer resins that form either an insoluble thermoset or a readily dissolvable thermoplastic, depending on the light color used during printing.
    In practical terms, this allows supports to be printed in one material and rapidly dissolved using ethyl acetate, an environmentally friendly solvent, without affecting the primary structure. The supports dissolve in under 10 minutes at room temperature, eliminating the need for time-consuming sanding or cutting.
    Illustration comparing traditional DLP 3D printing with manual support removaland the new multicolor DLP process with dissolvable supports. Image via University of Texas at Austin.
    The research was supported by the U.S. Army Research Office, the National Science Foundation, and the Robert A. Welch Foundation. The authors also acknowledge collaboration with MonoPrinter and Lawrence Livermore National Laboratory.
    High-resolution multimaterial printing
    The research showcases how multicolor DLP can serve as a precise multimaterial platform, achieving sub-100 μm feature resolution with layer heights as low as 50 μm. By tuning the photoinitiator and photoacid systems to respond selectively to ultraviolet, violet, or bluelight, the team spatially controlled polymer network formation in a single vat. This enabled the production of complex, freestanding structures such as chainmail, hooks with unsupported overhangs, and fully enclosed joints, which traditionally require extensive post-processing or multi-step assembly.
    The supports, printed in a visible-light-cured thermoplastic, demonstrated sufficient mechanical integrity during the build, with tensile moduli around 160–200 MPa. Yet, upon immersion in ethyl acetate, they dissolved within 10 minutes, leaving the UV-cured thermoset structure intact. Surface profilometry confirmed that including a single interface layer of the dissolvable material between the support and the final object significantly improved surface finish, lowering roughness to under 5 μm without polishing. Computed tomography scans validated geometric fidelity, with dimensional deviations from CAD files as low as 126 μm, reinforcing the method’s capability for high-precision, solvent-cleared multimaterial printing.
    Comparison of dissolvable and traditional supports in DLP 3D printing.Disk printed with soluble supports using violet light, with rapid dissolution in ethyl acetate.Gravimetric analysis showing selective mass loss.Mechanical properties of support and structural materials.Manual support removal steps.Surface roughness comparison across methods.High-resolution test print demonstrating feature fidelity. Image via University of Texas at Austin.
    Towards scalable automation
    This work marks a significant step toward automated vat photopolymerization workflows. By removing manual support removal and achieving clean surface finishes with minimal roughness, the method could benefit applications in medical devices, robotics, and consumer products.
    The authors suggest that future work may involve refining resin formulations to enhance performance and print speed, possibly incorporating new reactive diluents and opaquing agents for improved resolution.
    Examples of printed freestanding and non-assembly structures, including a retainer, hook with overhangs, interlocked chains, and revolute joints, before and after dissolvable support removal. Image via University of Texas at Austin.
    Dissolvable materials as post-processing solutions
    Dissolvable supports have been a focal point in additive manufacturing, particularly for enhancing the efficiency of post-processing. In Fused Deposition Modeling, materials like Stratasys’ SR-30 have been effectively removed using specialized cleaning agents such as Oryx Additive‘s SRC1, which dissolves supports at twice the speed of traditional solutions. For resin-based printing, systems like Xioneer‘s Vortex EZ employ heat and fluid agitation to streamline the removal of soluble supports . In metal additive manufacturing, innovations have led to the development of chemical processes that selectively dissolve support structures without compromising the integrity of the main part . These advancements underscore the industry’s commitment to reducing manual intervention and improving the overall efficiency of 3D printing workflows.
    Read the full article in ACS Publications.
    Subscribe to the 3D Printing Industry newsletter to keep up with the latest 3D printing news.
    You can also follow us onLinkedIn and subscribe to the 3D Printing Industry YouTube channel to access more exclusive content. At 3DPI, our mission is to deliver high-quality journalism, technical insight, and industry intelligence to professionals across the AM ecosystem.Help us shape the future of 3D printing industry news with our2025 reader survey.
    Featured image shows: Hook geometry printed using multicolor DLP with dissolvable supports. Image via University of Texas at Austin.
    #multicolor #dlp #printing #breakthrough #enables
    Multicolor DLP 3D printing breakthrough enables dissolvable supports for complex freestanding structures
    Researchers at the University of Texas at Austin have developed a novel resin system for multicolor digital light processing3D printing that enables rapid fabrication of freestanding and non-assembly structures using dissolvable supports. The work, led by Zachariah A. Page and published in ACS Central Science, combines UV- and visible-light-responsive chemistries to produce materials with distinct solubility profiles, significantly streamlining post-processing. Current DLP workflows are often limited by the need for manually removed support structures, especially when fabricating components with overhangs or internal joints. These limitations constrain automation and increase production time and cost. To overcome this, the team designed wavelength-selective photopolymer resins that form either an insoluble thermoset or a readily dissolvable thermoplastic, depending on the light color used during printing. In practical terms, this allows supports to be printed in one material and rapidly dissolved using ethyl acetate, an environmentally friendly solvent, without affecting the primary structure. The supports dissolve in under 10 minutes at room temperature, eliminating the need for time-consuming sanding or cutting. Illustration comparing traditional DLP 3D printing with manual support removaland the new multicolor DLP process with dissolvable supports. Image via University of Texas at Austin. The research was supported by the U.S. Army Research Office, the National Science Foundation, and the Robert A. Welch Foundation. The authors also acknowledge collaboration with MonoPrinter and Lawrence Livermore National Laboratory. High-resolution multimaterial printing The research showcases how multicolor DLP can serve as a precise multimaterial platform, achieving sub-100 μm feature resolution with layer heights as low as 50 μm. By tuning the photoinitiator and photoacid systems to respond selectively to ultraviolet, violet, or bluelight, the team spatially controlled polymer network formation in a single vat. This enabled the production of complex, freestanding structures such as chainmail, hooks with unsupported overhangs, and fully enclosed joints, which traditionally require extensive post-processing or multi-step assembly. The supports, printed in a visible-light-cured thermoplastic, demonstrated sufficient mechanical integrity during the build, with tensile moduli around 160–200 MPa. Yet, upon immersion in ethyl acetate, they dissolved within 10 minutes, leaving the UV-cured thermoset structure intact. Surface profilometry confirmed that including a single interface layer of the dissolvable material between the support and the final object significantly improved surface finish, lowering roughness to under 5 μm without polishing. Computed tomography scans validated geometric fidelity, with dimensional deviations from CAD files as low as 126 μm, reinforcing the method’s capability for high-precision, solvent-cleared multimaterial printing. Comparison of dissolvable and traditional supports in DLP 3D printing.Disk printed with soluble supports using violet light, with rapid dissolution in ethyl acetate.Gravimetric analysis showing selective mass loss.Mechanical properties of support and structural materials.Manual support removal steps.Surface roughness comparison across methods.High-resolution test print demonstrating feature fidelity. Image via University of Texas at Austin. Towards scalable automation This work marks a significant step toward automated vat photopolymerization workflows. By removing manual support removal and achieving clean surface finishes with minimal roughness, the method could benefit applications in medical devices, robotics, and consumer products. The authors suggest that future work may involve refining resin formulations to enhance performance and print speed, possibly incorporating new reactive diluents and opaquing agents for improved resolution. Examples of printed freestanding and non-assembly structures, including a retainer, hook with overhangs, interlocked chains, and revolute joints, before and after dissolvable support removal. Image via University of Texas at Austin. Dissolvable materials as post-processing solutions Dissolvable supports have been a focal point in additive manufacturing, particularly for enhancing the efficiency of post-processing. In Fused Deposition Modeling, materials like Stratasys’ SR-30 have been effectively removed using specialized cleaning agents such as Oryx Additive‘s SRC1, which dissolves supports at twice the speed of traditional solutions. For resin-based printing, systems like Xioneer‘s Vortex EZ employ heat and fluid agitation to streamline the removal of soluble supports . In metal additive manufacturing, innovations have led to the development of chemical processes that selectively dissolve support structures without compromising the integrity of the main part . These advancements underscore the industry’s commitment to reducing manual intervention and improving the overall efficiency of 3D printing workflows. Read the full article in ACS Publications. Subscribe to the 3D Printing Industry newsletter to keep up with the latest 3D printing news. You can also follow us onLinkedIn and subscribe to the 3D Printing Industry YouTube channel to access more exclusive content. At 3DPI, our mission is to deliver high-quality journalism, technical insight, and industry intelligence to professionals across the AM ecosystem.Help us shape the future of 3D printing industry news with our2025 reader survey. Featured image shows: Hook geometry printed using multicolor DLP with dissolvable supports. Image via University of Texas at Austin. #multicolor #dlp #printing #breakthrough #enables
    Multicolor DLP 3D printing breakthrough enables dissolvable supports for complex freestanding structures
    3dprintingindustry.com
    Researchers at the University of Texas at Austin have developed a novel resin system for multicolor digital light processing (DLP) 3D printing that enables rapid fabrication of freestanding and non-assembly structures using dissolvable supports. The work, led by Zachariah A. Page and published in ACS Central Science, combines UV- and visible-light-responsive chemistries to produce materials with distinct solubility profiles, significantly streamlining post-processing. Current DLP workflows are often limited by the need for manually removed support structures, especially when fabricating components with overhangs or internal joints. These limitations constrain automation and increase production time and cost. To overcome this, the team designed wavelength-selective photopolymer resins that form either an insoluble thermoset or a readily dissolvable thermoplastic, depending on the light color used during printing. In practical terms, this allows supports to be printed in one material and rapidly dissolved using ethyl acetate, an environmentally friendly solvent, without affecting the primary structure. The supports dissolve in under 10 minutes at room temperature, eliminating the need for time-consuming sanding or cutting. Illustration comparing traditional DLP 3D printing with manual support removal (A) and the new multicolor DLP process with dissolvable supports (B). Image via University of Texas at Austin. The research was supported by the U.S. Army Research Office, the National Science Foundation, and the Robert A. Welch Foundation. The authors also acknowledge collaboration with MonoPrinter and Lawrence Livermore National Laboratory. High-resolution multimaterial printing The research showcases how multicolor DLP can serve as a precise multimaterial platform, achieving sub-100 μm feature resolution with layer heights as low as 50 μm. By tuning the photoinitiator and photoacid systems to respond selectively to ultraviolet (365 nm), violet (405 nm), or blue (460 nm) light, the team spatially controlled polymer network formation in a single vat. This enabled the production of complex, freestanding structures such as chainmail, hooks with unsupported overhangs, and fully enclosed joints, which traditionally require extensive post-processing or multi-step assembly. The supports, printed in a visible-light-cured thermoplastic, demonstrated sufficient mechanical integrity during the build, with tensile moduli around 160–200 MPa. Yet, upon immersion in ethyl acetate, they dissolved within 10 minutes, leaving the UV-cured thermoset structure intact. Surface profilometry confirmed that including a single interface layer of the dissolvable material between the support and the final object significantly improved surface finish, lowering roughness to under 5 μm without polishing. Computed tomography scans validated geometric fidelity, with dimensional deviations from CAD files as low as 126 μm, reinforcing the method’s capability for high-precision, solvent-cleared multimaterial printing. Comparison of dissolvable and traditional supports in DLP 3D printing. (A) Disk printed with soluble supports using violet light, with rapid dissolution in ethyl acetate. (B) Gravimetric analysis showing selective mass loss. (C) Mechanical properties of support and structural materials. (D) Manual support removal steps. (E) Surface roughness comparison across methods. (F) High-resolution test print demonstrating feature fidelity. Image via University of Texas at Austin. Towards scalable automation This work marks a significant step toward automated vat photopolymerization workflows. By removing manual support removal and achieving clean surface finishes with minimal roughness, the method could benefit applications in medical devices, robotics, and consumer products. The authors suggest that future work may involve refining resin formulations to enhance performance and print speed, possibly incorporating new reactive diluents and opaquing agents for improved resolution. Examples of printed freestanding and non-assembly structures, including a retainer, hook with overhangs, interlocked chains, and revolute joints, before and after dissolvable support removal. Image via University of Texas at Austin. Dissolvable materials as post-processing solutions Dissolvable supports have been a focal point in additive manufacturing, particularly for enhancing the efficiency of post-processing. In Fused Deposition Modeling (FDM), materials like Stratasys’ SR-30 have been effectively removed using specialized cleaning agents such as Oryx Additive‘s SRC1, which dissolves supports at twice the speed of traditional solutions. For resin-based printing, systems like Xioneer‘s Vortex EZ employ heat and fluid agitation to streamline the removal of soluble supports . In metal additive manufacturing, innovations have led to the development of chemical processes that selectively dissolve support structures without compromising the integrity of the main part . These advancements underscore the industry’s commitment to reducing manual intervention and improving the overall efficiency of 3D printing workflows. Read the full article in ACS Publications. Subscribe to the 3D Printing Industry newsletter to keep up with the latest 3D printing news. You can also follow us onLinkedIn and subscribe to the 3D Printing Industry YouTube channel to access more exclusive content. At 3DPI, our mission is to deliver high-quality journalism, technical insight, and industry intelligence to professionals across the AM ecosystem.Help us shape the future of 3D printing industry news with our2025 reader survey. Featured image shows: Hook geometry printed using multicolor DLP with dissolvable supports. Image via University of Texas at Austin.
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  • Hell Is Us hands-on preview: ‘AAA games are so bloody bland’

    Hell Is Us – not a Ubisoft adventureGameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations.
    You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it’s now on the home-straight, with a launch slated for September 4, and it’s shaping up to be a peculiar but intriguing mix of influences and ideas.
    Our original preview covered the opening portion of the game, so we’ll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn’t your average civil war. 
    If you’re a fan of Alex Garland’s Annihilation, the strange, faceless alien from the film’s conclusion seems to have been a major influence here. The Hollow Walkers, as they’re called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore. 
    As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it’s pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field. 
    Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers. 
    This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game’s director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back.

    A cosmic horror vibe‘Honestly, something like Zelda: A Link To The Past is much closer to what we’re doing now than a Breath Of The Wild,’ said Jacques-Belletête. ‘Sometimes people are like: ‘I really can’t put my finger on what kind of game it is, what is it?’ It’s just a bloody adventure game man. Look, you’ve got a combat system, you’ve got enemies, you’ve got a world to explore, there’s a mystery, you’re not exactly sure of this and that, there’s some secrets, there’s some dungeons, we did a game like that. It’s called an adventure game,’ he laughs. ‘There were even side-quests in A Link To The Past that didn’t tell you they were side-quests.’
    Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there’s a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years. 
    ‘It’s so much of the same thing,’ he says, when talking about Ubisoft style open worlds. ‘It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you’ve seen one, you’ve seen all of them. 
    ‘It’s not Assassin’s Creed, it’s not that, it’s all these things. We’ve all played them. I’ve got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that’s not the point. It’s not that I don’t like them. It’s just trends do their time and then you have other ideas. It’s a pendulum as well. Games used to be a lot more hardcore that way, we’re trying to go back to that.’
    The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it’s surrounded by enemies, while a settlement of villagers sits on a hill in the distance. 
    According to the developer, this area is one of the largest areas in the game, ‘if not the biggest one’, and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going ‘north east’. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information. 
    The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn’t entirely sold on the story or writing. It’s something which will hopefully become more engrossing as you get a better grasp of what’s going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress. 
    When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end. 

    Surprises lurk in the marshesAlong with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn’t get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons. 
    Hell Is Us is a melting pot of influences, and while we’re not sold on everything it’s trying to accomplish, it’s certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game’s director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold. 

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    ‘Look at what’s happened to the industry over the past few years,’ Jacques-Belletête said. ‘Everything is crumbling. The big ones are crumbling. It’s unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same. 
    ‘I find there’s nothing worse than starting a game and right away, in the first two minutes, you know how everything’s going to work. You know how every single mechanic is going to work. They might have a littlein how it’s going to feel, or this and that, the user interface will change a bit, but you’ve gone through the ropes a dozen times. 
    ‘A game has to occupy a space in your brain that your brain can’t really compute just yet. When you turn your console off and it stays there, that’s because something is going on. Your brain is processing. And I think that’s a lot easier to do in the AA space than the AAA.’
    Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025Age Rating: 16

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

    GameCentral
    Sign up for exclusive analysis, latest releases, and bonus community content.
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    #hell #handson #preview #aaa #games
    Hell Is Us hands-on preview: ‘AAA games are so bloody bland’
    Hell Is Us – not a Ubisoft adventureGameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations. You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it’s now on the home-straight, with a launch slated for September 4, and it’s shaping up to be a peculiar but intriguing mix of influences and ideas. Our original preview covered the opening portion of the game, so we’ll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn’t your average civil war.  If you’re a fan of Alex Garland’s Annihilation, the strange, faceless alien from the film’s conclusion seems to have been a major influence here. The Hollow Walkers, as they’re called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore.  As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it’s pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field.  Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers.  This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game’s director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back. A cosmic horror vibe‘Honestly, something like Zelda: A Link To The Past is much closer to what we’re doing now than a Breath Of The Wild,’ said Jacques-Belletête. ‘Sometimes people are like: ‘I really can’t put my finger on what kind of game it is, what is it?’ It’s just a bloody adventure game man. Look, you’ve got a combat system, you’ve got enemies, you’ve got a world to explore, there’s a mystery, you’re not exactly sure of this and that, there’s some secrets, there’s some dungeons, we did a game like that. It’s called an adventure game,’ he laughs. ‘There were even side-quests in A Link To The Past that didn’t tell you they were side-quests.’ Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there’s a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years.  ‘It’s so much of the same thing,’ he says, when talking about Ubisoft style open worlds. ‘It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you’ve seen one, you’ve seen all of them.  ‘It’s not Assassin’s Creed, it’s not that, it’s all these things. We’ve all played them. I’ve got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that’s not the point. It’s not that I don’t like them. It’s just trends do their time and then you have other ideas. It’s a pendulum as well. Games used to be a lot more hardcore that way, we’re trying to go back to that.’ The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it’s surrounded by enemies, while a settlement of villagers sits on a hill in the distance.  According to the developer, this area is one of the largest areas in the game, ‘if not the biggest one’, and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going ‘north east’. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information.  The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn’t entirely sold on the story or writing. It’s something which will hopefully become more engrossing as you get a better grasp of what’s going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress.  When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end.  Surprises lurk in the marshesAlong with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn’t get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons.  Hell Is Us is a melting pot of influences, and while we’re not sold on everything it’s trying to accomplish, it’s certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game’s director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold.  More Trending ‘Look at what’s happened to the industry over the past few years,’ Jacques-Belletête said. ‘Everything is crumbling. The big ones are crumbling. It’s unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same.  ‘I find there’s nothing worse than starting a game and right away, in the first two minutes, you know how everything’s going to work. You know how every single mechanic is going to work. They might have a littlein how it’s going to feel, or this and that, the user interface will change a bit, but you’ve gone through the ropes a dozen times.  ‘A game has to occupy a space in your brain that your brain can’t really compute just yet. When you turn your console off and it stays there, that’s because something is going on. Your brain is processing. And I think that’s a lot easier to do in the AA space than the AAA.’ Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025Age Rating: 16 The combat itEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #hell #handson #preview #aaa #games
    Hell Is Us hands-on preview: ‘AAA games are so bloody bland’
    metro.co.uk
    Hell Is Us – not a Ubisoft adventure (Nacon) GameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations. You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it’s now on the home-straight, with a launch slated for September 4, and it’s shaping up to be a peculiar but intriguing mix of influences and ideas. Our original preview covered the opening portion of the game, so we’ll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn’t your average civil war.  If you’re a fan of Alex Garland’s Annihilation, the strange, faceless alien from the film’s conclusion seems to have been a major influence here. The Hollow Walkers, as they’re called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore.  As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it’s pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field.  Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers.  This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game’s director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back. A cosmic horror vibe (Nacon) ‘Honestly, something like Zelda: A Link To The Past is much closer to what we’re doing now than a Breath Of The Wild,’ said Jacques-Belletête. ‘Sometimes people are like: ‘I really can’t put my finger on what kind of game it is, what is it?’ It’s just a bloody adventure game man. Look, you’ve got a combat system, you’ve got enemies, you’ve got a world to explore, there’s a mystery, you’re not exactly sure of this and that, there’s some secrets, there’s some dungeons, we did a game like that. It’s called an adventure game,’ he laughs. ‘There were even side-quests in A Link To The Past that didn’t tell you they were side-quests.’ Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there’s a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years.  ‘It’s so much of the same thing,’ he says, when talking about Ubisoft style open worlds. ‘It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you’ve seen one, you’ve seen all of them.  ‘It’s not Assassin’s Creed, it’s not that, it’s all these things. We’ve all played them. I’ve got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that’s not the point. It’s not that I don’t like them. It’s just trends do their time and then you have other ideas. It’s a pendulum as well. Games used to be a lot more hardcore that way, we’re trying to go back to that.’ The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it’s surrounded by enemies, while a settlement of villagers sits on a hill in the distance.  According to the developer, this area is one of the largest areas in the game, ‘if not the biggest one’, and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going ‘north east’. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information.  The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn’t entirely sold on the story or writing. It’s something which will hopefully become more engrossing as you get a better grasp of what’s going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress.  When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end.  Surprises lurk in the marshes (Nacon) Along with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn’t get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons.  Hell Is Us is a melting pot of influences, and while we’re not sold on everything it’s trying to accomplish, it’s certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game’s director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold.  More Trending ‘Look at what’s happened to the industry over the past few years,’ Jacques-Belletête said. ‘Everything is crumbling. The big ones are crumbling. It’s unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same.  ‘I find there’s nothing worse than starting a game and right away, in the first two minutes, you know how everything’s going to work. You know how every single mechanic is going to work. They might have a little [extra] in how it’s going to feel, or this and that, the user interface will change a bit, but you’ve gone through the ropes a dozen times.  ‘A game has to occupy a space in your brain that your brain can’t really compute just yet. When you turn your console off and it stays there, that’s because something is going on. Your brain is processing. And I think that’s a lot easier to do in the AA space than the AAA.’ Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025Age Rating: 16 The combat it(Nacon) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Wuchang: Fallen Feathers – a closer look at the Soulslike combat

    From the first moment you step into the brutal lands of Shu, Wuchang: Fallen Feathers makes one thing clear: survival isn’t gifted, it’s earned. Throughout your journey, you’ll need to master an arsenal of weapons, spells, and abilities to overcome the harrowing challenges of this Soulslike action-RPG set in the waning years of the Ming dynasty. With the July 24 launch fast approaching, we’re giving PlayStation players a closer look at some of the game’s most defining tools of survival, power, and identity.

    We’ll highlight just a few of the devastating weapons, arcane spells, and unique abilities you’ll wield as you carve your legacy through ruin and revelation. These tools don’t just shape your playstyle, they shape the legend of Wuchang herself.

    A diverse arsenal of blades and brutality

    Each weapon in Wuchang is tied to a piece of the game’s worldbuilding, from sacred relics to myth-imbued prototypes. Every blade tells a story, and every strike leaves a mark.

    The Dragoncoil Lance, a Deluxe Edition spear, is a striking silver-white weapon featuring a traditional design. A coiled dragon motif wraps around the junction of the shaft and spearhead, symbolizing the wielder’s courage and valor. Weapons in Wuchang each have their own unique skills, and with the Vortex Thrust skill for the Dragoncoil Lance, you can unleash shockwaves with devastating force, making it ideal for punishing multiple enemies at once.

    Abilities that shape the warrior

    Combat in Wuchang is fluid, fast, and fiercely deliberate, with a broad range of abilities that define how you approach each fight. One standout is Blade Dance, a whirling assault that slices through enemies while showcasing your mastery of dual blades. The Crescent Arc, a forward-lunging slash imbued with ethereal energy, closing distance and shifting momentum with measured precision.

    Prefer power over speed? Colossal Smash delivers a thunderous overhead strike that leaves a trail of destruction in its wake, ideal for breaking enemy posture or interrupting spellcasters mid-cast. Every ability in Wuchang evolves through skill trees and Red Mercury enhancements, adding layers of strategy beyond raw force.

    Spells drawn from myth and madness

    Wuchang’s spell system is one of the most visually striking elements of its design, drawing from Taoist ritual, ancient folklore, and operatic symbolism. These aren’t just tools of destruction. They’re storytelling vessels that bind your journey to the world’s unraveling lore.

    Infernal Flames casts a searing mask that torments enemies with divine rage, based on an ancient opera ritual meant to summon wrathful spirits. On the opposite end of the spectrum is Lotus Soulflame, a ritual spell used in spirit exorcisms that unleashes devastating elemental damage.

    Another standout is Echo of Liu Cheng’en, a chilling surge of ice named after a loyal Ming general. The spell can knock targets back with enough force to disrupt aggressive momentum and create space in critical encounters.

    Feathering, the price of power

    At the heart of Wuchang’s identity lies the Feathering system, a supernatural affliction that grants immense power at great personal cost. As Wuchang absorbs Red Mercury and defeats corrupted monstrosities, she unlocks devastating abilities and spells rooted in transformation.

    Feathering allows players to unleash deadly skills and spells mid-combat, turning the tide of battle in an instant. But each use chips away at stability, demanding tactical restraint. Do you risk transforming in the middle of a fight to deliver explosive damage, knowing it may leave you vulnerable? Or hold your strength in reserve until the moment you’re truly cornered?

    Pre-order bonuses and Deluxe Edition content

    Players who pre-order Wuchang: Fallen Feathers will receive two exclusive outfits, White Spectre and Night Spectre, offering ceremonial elegance steeped in decay. You’ll also unlock the Vermillion War Club, a brutal axe weapon with powerful combo potential, along with a Glistening Red Mercury Skill Upgrade to enhance your build from the very beginning.

    For those seeking even deeper customization, the Deluxe Edition adds four rare outfits: Soul Ritual Robe, Tiger of Fortune, Overlord’s Regalia, and Draconic Resurgence. It also includes powerful weapons such as the Moonlight Dragon, Watcher’s Gaze swords, Eternal Sovereignty, and Dragoncoil Lance. You’ll also receive the Blood of Changhong, a special Skill Upgrade Item designed to support diverse builds and encourage early experimentation.

    Prepare for launch

    Wuchang: Fallen Feathers is more than a battle for survival. It’s a meditation on power, sacrifice, and transformation. Every spell you cast, weapon you wield, and enemy you overcome deepens your understanding of Wuchang’s intricate lore. Mastery isn’t just rewarded, it’s essential to unlocking the truths buried in the land of Shu.

    Wuchang: Fallen Feathers launches July 24 on PlayStation 5. Pre-order now to unlock exclusive content and prepare for the journey that awaits.
    #wuchang #fallen #feathers #closer #look
    Wuchang: Fallen Feathers – a closer look at the Soulslike combat
    From the first moment you step into the brutal lands of Shu, Wuchang: Fallen Feathers makes one thing clear: survival isn’t gifted, it’s earned. Throughout your journey, you’ll need to master an arsenal of weapons, spells, and abilities to overcome the harrowing challenges of this Soulslike action-RPG set in the waning years of the Ming dynasty. With the July 24 launch fast approaching, we’re giving PlayStation players a closer look at some of the game’s most defining tools of survival, power, and identity. We’ll highlight just a few of the devastating weapons, arcane spells, and unique abilities you’ll wield as you carve your legacy through ruin and revelation. These tools don’t just shape your playstyle, they shape the legend of Wuchang herself. A diverse arsenal of blades and brutality Each weapon in Wuchang is tied to a piece of the game’s worldbuilding, from sacred relics to myth-imbued prototypes. Every blade tells a story, and every strike leaves a mark. The Dragoncoil Lance, a Deluxe Edition spear, is a striking silver-white weapon featuring a traditional design. A coiled dragon motif wraps around the junction of the shaft and spearhead, symbolizing the wielder’s courage and valor. Weapons in Wuchang each have their own unique skills, and with the Vortex Thrust skill for the Dragoncoil Lance, you can unleash shockwaves with devastating force, making it ideal for punishing multiple enemies at once. Abilities that shape the warrior Combat in Wuchang is fluid, fast, and fiercely deliberate, with a broad range of abilities that define how you approach each fight. One standout is Blade Dance, a whirling assault that slices through enemies while showcasing your mastery of dual blades. The Crescent Arc, a forward-lunging slash imbued with ethereal energy, closing distance and shifting momentum with measured precision. Prefer power over speed? Colossal Smash delivers a thunderous overhead strike that leaves a trail of destruction in its wake, ideal for breaking enemy posture or interrupting spellcasters mid-cast. Every ability in Wuchang evolves through skill trees and Red Mercury enhancements, adding layers of strategy beyond raw force. Spells drawn from myth and madness Wuchang’s spell system is one of the most visually striking elements of its design, drawing from Taoist ritual, ancient folklore, and operatic symbolism. These aren’t just tools of destruction. They’re storytelling vessels that bind your journey to the world’s unraveling lore. Infernal Flames casts a searing mask that torments enemies with divine rage, based on an ancient opera ritual meant to summon wrathful spirits. On the opposite end of the spectrum is Lotus Soulflame, a ritual spell used in spirit exorcisms that unleashes devastating elemental damage. Another standout is Echo of Liu Cheng’en, a chilling surge of ice named after a loyal Ming general. The spell can knock targets back with enough force to disrupt aggressive momentum and create space in critical encounters. Feathering, the price of power At the heart of Wuchang’s identity lies the Feathering system, a supernatural affliction that grants immense power at great personal cost. As Wuchang absorbs Red Mercury and defeats corrupted monstrosities, she unlocks devastating abilities and spells rooted in transformation. Feathering allows players to unleash deadly skills and spells mid-combat, turning the tide of battle in an instant. But each use chips away at stability, demanding tactical restraint. Do you risk transforming in the middle of a fight to deliver explosive damage, knowing it may leave you vulnerable? Or hold your strength in reserve until the moment you’re truly cornered? Pre-order bonuses and Deluxe Edition content Players who pre-order Wuchang: Fallen Feathers will receive two exclusive outfits, White Spectre and Night Spectre, offering ceremonial elegance steeped in decay. You’ll also unlock the Vermillion War Club, a brutal axe weapon with powerful combo potential, along with a Glistening Red Mercury Skill Upgrade to enhance your build from the very beginning. For those seeking even deeper customization, the Deluxe Edition adds four rare outfits: Soul Ritual Robe, Tiger of Fortune, Overlord’s Regalia, and Draconic Resurgence. It also includes powerful weapons such as the Moonlight Dragon, Watcher’s Gaze swords, Eternal Sovereignty, and Dragoncoil Lance. You’ll also receive the Blood of Changhong, a special Skill Upgrade Item designed to support diverse builds and encourage early experimentation. Prepare for launch Wuchang: Fallen Feathers is more than a battle for survival. It’s a meditation on power, sacrifice, and transformation. Every spell you cast, weapon you wield, and enemy you overcome deepens your understanding of Wuchang’s intricate lore. Mastery isn’t just rewarded, it’s essential to unlocking the truths buried in the land of Shu. Wuchang: Fallen Feathers launches July 24 on PlayStation 5. Pre-order now to unlock exclusive content and prepare for the journey that awaits. #wuchang #fallen #feathers #closer #look
    Wuchang: Fallen Feathers – a closer look at the Soulslike combat
    blog.playstation.com
    From the first moment you step into the brutal lands of Shu, Wuchang: Fallen Feathers makes one thing clear: survival isn’t gifted, it’s earned. Throughout your journey, you’ll need to master an arsenal of weapons, spells, and abilities to overcome the harrowing challenges of this Soulslike action-RPG set in the waning years of the Ming dynasty. With the July 24 launch fast approaching, we’re giving PlayStation players a closer look at some of the game’s most defining tools of survival, power, and identity. We’ll highlight just a few of the devastating weapons, arcane spells, and unique abilities you’ll wield as you carve your legacy through ruin and revelation. These tools don’t just shape your playstyle, they shape the legend of Wuchang herself. A diverse arsenal of blades and brutality Each weapon in Wuchang is tied to a piece of the game’s worldbuilding, from sacred relics to myth-imbued prototypes. Every blade tells a story, and every strike leaves a mark. The Dragoncoil Lance, a Deluxe Edition spear, is a striking silver-white weapon featuring a traditional design. A coiled dragon motif wraps around the junction of the shaft and spearhead, symbolizing the wielder’s courage and valor. Weapons in Wuchang each have their own unique skills, and with the Vortex Thrust skill for the Dragoncoil Lance, you can unleash shockwaves with devastating force, making it ideal for punishing multiple enemies at once. Abilities that shape the warrior Combat in Wuchang is fluid, fast, and fiercely deliberate, with a broad range of abilities that define how you approach each fight. One standout is Blade Dance, a whirling assault that slices through enemies while showcasing your mastery of dual blades. The Crescent Arc, a forward-lunging slash imbued with ethereal energy, closing distance and shifting momentum with measured precision. Prefer power over speed? Colossal Smash delivers a thunderous overhead strike that leaves a trail of destruction in its wake, ideal for breaking enemy posture or interrupting spellcasters mid-cast. Every ability in Wuchang evolves through skill trees and Red Mercury enhancements, adding layers of strategy beyond raw force. Spells drawn from myth and madness Wuchang’s spell system is one of the most visually striking elements of its design, drawing from Taoist ritual, ancient folklore, and operatic symbolism. These aren’t just tools of destruction. They’re storytelling vessels that bind your journey to the world’s unraveling lore. Infernal Flames casts a searing mask that torments enemies with divine rage, based on an ancient opera ritual meant to summon wrathful spirits. On the opposite end of the spectrum is Lotus Soulflame, a ritual spell used in spirit exorcisms that unleashes devastating elemental damage. Another standout is Echo of Liu Cheng’en, a chilling surge of ice named after a loyal Ming general. The spell can knock targets back with enough force to disrupt aggressive momentum and create space in critical encounters. Feathering, the price of power At the heart of Wuchang’s identity lies the Feathering system, a supernatural affliction that grants immense power at great personal cost. As Wuchang absorbs Red Mercury and defeats corrupted monstrosities, she unlocks devastating abilities and spells rooted in transformation. Feathering allows players to unleash deadly skills and spells mid-combat, turning the tide of battle in an instant. But each use chips away at stability, demanding tactical restraint. Do you risk transforming in the middle of a fight to deliver explosive damage, knowing it may leave you vulnerable? Or hold your strength in reserve until the moment you’re truly cornered? Pre-order bonuses and Deluxe Edition content Players who pre-order Wuchang: Fallen Feathers will receive two exclusive outfits, White Spectre and Night Spectre, offering ceremonial elegance steeped in decay. You’ll also unlock the Vermillion War Club, a brutal axe weapon with powerful combo potential, along with a Glistening Red Mercury Skill Upgrade to enhance your build from the very beginning. For those seeking even deeper customization, the Deluxe Edition adds four rare outfits: Soul Ritual Robe, Tiger of Fortune, Overlord’s Regalia, and Draconic Resurgence. It also includes powerful weapons such as the Moonlight Dragon, Watcher’s Gaze swords, Eternal Sovereignty, and Dragoncoil Lance. You’ll also receive the Blood of Changhong, a special Skill Upgrade Item designed to support diverse builds and encourage early experimentation. Prepare for launch Wuchang: Fallen Feathers is more than a battle for survival. It’s a meditation on power, sacrifice, and transformation. Every spell you cast, weapon you wield, and enemy you overcome deepens your understanding of Wuchang’s intricate lore. Mastery isn’t just rewarded, it’s essential to unlocking the truths buried in the land of Shu. Wuchang: Fallen Feathers launches July 24 on PlayStation 5. Pre-order now to unlock exclusive content and prepare for the journey that awaits.
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  • Palia Review

    There’s something uniquely satisfying about putting down roots in a sleepy town in games like Animal Crossing, Stardew Valley, or Disney Dreamlight Valley. Palia evolves this tradition to great effect, injecting large-scale multiplayer into that tried-and-true formula. After more than 70 hours of chopping down trees, hunting woodland critters, decorating my home, and hanging out with my fellow Palians, I’ve had a fantastic time catching up on all I’ve missed since the early days of the beta. There are beautiful regions to explore, interesting items and artifacts to craft or collect, and lots of compelling quests to complete – and the new content in the Elderwood expansion that arrived alongside its console launch added quite a bit to what was already a life-consuming vortex of coziness. That said, Palia still feels quite unfinished in some ways, with a story that abruptly cuts off right in the middle and some pretty serious bugs and performance issues plaguing it, but it’s easy to forgive much of that when you and your friends are enjoying a quiet evening of fishing together.Palia is a cozy life sim with one major tweak: you’re in an online world that occasionally compels you to come out of your shell and interact with other humans – a sometimes Herculean task for the introverts often drawn to this genre. As you explore, you’ll encounter others out in the shared world going about their business, and are encouragedto cooperate with them. For example, you’ll get a buff for fishing with others and will find magical trees that can only be chopped down with the help of one or more friends. This has led to a community that’s astoundingly positive and helpful, with the vast majority of the public chat being PSAs from players who have found a valuable resource they’d like to share with strangers, then waiting for minutes on end for everyone to assemble before collecting it as a group. I spend a lot of time playing multiplayer games defined by the community’s potent toxicity and savage greed, so this kind of culture was truly a shock to my system that took me a long time to adjust to.PlayAlthough multiplayer is its signature twist, you can still do the vast majority of Palia’s activities by yourself. There’s also just a whole heck of a lot for you to do however you decide to tackle it, all in service of building up your home and improving your relationships with the NPC townsfolk. The usual zen-like staples of cooking and catching bugs are all here and actually quite good – the fishing minigame, for example, is less mindless than you usually find in the genre, having you tug and pull on your rod as the fish leaps into the air and puts up a fight. There’s even a few less common options like hunting, where you’ll pick off poor critters who burrow into the ground and leap into trees as you pepper them with arrows. While an absence of stress is an intentional focus of Palia’s design, it sometimes tries a bit too hard to accomplish that goal, like in how your arrows will magically home in on your target incredibly aggressively, sometimes turning corners to aid your aim. I’m all for a laid back experience, but it can be a bit obnoxious when you’re trying to line up a shot and the magnetism training wheels curve your arrow toward a different creature altogether, frustrating what’s supposed to be a chill activity.Palia has a surprisingly full-featured main story as well. It has you exploring ancient ruins to uncover the truth about a world which was once populated by humans who are curiously gone now, and the dark history of magic that seemingly caused the collapse of society. This adventure is much more light-hearted than that might sound, though, and you’re mostly just given opportunities to learn about the world and hang out with the characters who accompany you on quests while you platform around and solve simple puzzles. Per Palia’s adherence to cozy virtues, none of this is particularly demanding, and the mainline quests can be completed in a matter of hours if you focus on them, but I enjoyed diving just a tad deeper into the world and the break from grinding for iron ore to craft the next piece of furniture I just couldn’t live without.The usual staples of cooking and fishing are all here, and quite good.“That said, while I quite enjoy the tale Palia tells, it feels disappointingly incomplete compared to every other aspect of the adventure – even after the Elderwood expansion arrived. The original cliffhanger ending was replaced by yet another hanging chad just an hour or two later, with a handful of chores and a brief new major dungeon spread across a surprisingly short bit of story. You’re telling me I’ve got this massive new map to explore, new creatures to hunt, and new characters to romance, but we still haven’t finished even one arc in the main plot.Thankfully, there are plenty of distractions and minigames to mix things up, like a hotpot-themed card game I spent way too much time playing, or a surprisingly intricate platforming puzzle that took me hours to master. Sometimes these experiments exceed Palia’s grasp, like the platforming sections in particular, which are held back by clunky controls that don’t seem like they were designed with precision in mind – climbing can be quite an irritating experience as your character will let go of surfaces inconsistently, sending you plummeting to your death. But the stakes in taking these spills are always very low, so there’s not much to lose aside from a bit of your time wasted. Other times, you’ll find yourself doing a sliding picture puzzle and think “y’know, this is pretty nice,” so I mostly found myself happy they took these shots nonetheless.TieGuyTravis' Favorite Cozy GamesIf you're looking for a game that pairs well with a warm blanket and a hot cup of tea, look no further than these TieGuyTravis-approved recommendations.See AllOf course, the purpose behind all these undertakings is to gain as much gold as you can to upgrade and decorate your home, and Palia’s got one of the better home building systems I’ve seen. Rather than giving you no control over the blueprint of your house like in Animal Crossing or Disney Dreamlight Valley, or making you monkey around with a building mode that has you placing individual walls like The Sims, Palia favors a modular system: You unlock schematics for pieces of a home that you can freely snap onto various parts of your building, making it easy to design the general layout without having to get lost in the weeds. Then, once you’ve built your place, you can decorate it down to the most minute detail, dragging furniture, dolls, and cups around on a grid to make it just so. I could probably spend dozens of hours on this part of Palia alone, were it not for my insatiable need for cold hard cash to fund my homestead expansion. But that desire to make your place exactly as awesome as you want it to be is a serious motivator that sent me out in search of lumber and iron ore time and time again.Those resource grinds each have their own progression systems as well, as you level up by repeatedly going out into the world and bringing back your haul of raw materials and collectibles to sell. As you plant trees and craft furniture, you’ll unlock new equipment like a loom for creating fabric or a furnace for creating glass. You’ll also get better tools to perform cozy chores with, like a hoe that lets you till land faster or a bow and arrows that will let you take down prey in fewer shots, each of which feels like a handy upgrade that shows up at exactly the right moment you start feeling a need for it. The timegating that sometimes boxes you out of marathoning through everything in other life sims is mercifully absent here for the most part, so you can move as fast or as slow as you care to.Palia has one of the better home building systems I’ve seen. “The other major pursuit in Palia is in getting to know and develop relationships with its 26 NPC residents, most of whom are really well-written and have a lot more to them than meets the eye. Most have an arc that takes place over several quests where they let you see a bit more of their personality as you forge a friendship. I quite enjoyed hanging out with the sarcastic and moody daughter of the mayor, Kenyatta, who worked the front desk with all the enthusiasm of April from Parks and Recreation – but after helping her down the extremely chaotic path of discovering what she’s passionate about in life, I grew to appreciate her in a less superficial way. Even characters I really didn't jive with like Elouisa, a cryptid-obsessed hippy who annoyed me to no end, was at least entertainingly irritating, and I’ve learned to appreciate how much her personality bothers me over time.And, of course, if you’re looking for more than friendship you can partake in Palia’s quite strong dating mechanics to get yourself a girlfriend or boyfriend, or several of them – no judging here.Unfortunately, this is one area where timegating gets in the way of a good time, and is one of the only places Palia boxes you out. You’re only allowed to chat with each character once per in-game day, which improves your social links a very small amount, and you can only give each character a gift once per real world day. So if you’re trying to finish a particular character’s story, you’ll have to log on with regularity and be subjected to the same rotation of brief banter before you’re able to make any real progress. This is especially painful early on when your citizenship in Kilima Village is dependent on having someone in town to vouch for you – a task that’s made impossible to do in a short span by timegating. When every other area of Palia lets you play to your heart’s content, it’s pretty annoying to see such an essential part of this slice of life block you from progressing at your own pace.The Elderwood ExpansionThe Elderwood expansion is the most recent addition to Palia, and the biggest content update since its 2023 debut by far. It adds a substantial map with several small regions to explore and interesting new enemies to hunt, and some neat gadgets and quality of life improvements to enjoy. The Elderwood region is filled with color and weird creatures, which are quite unlike the two base maps, injecting some much needed variety into the world. Some of the additions, like relics that make tracking down materials easier and new resource nodes like palium and platinum, are fantastic things to pursue if you’re like me and have already accumulated hundreds of copper and iron. There’s even a new NPC to meet, Ulfe, a wild child who has a very different vibe than the rest of the cast so far, and who I enjoyed having a series of communication breakdowns with. Elderwood certainly doesn’t rock the boat in any major way, but it’s a nice, and overdue supplement that simply offers more of the Palia I already know and love.Palia has come a long way since I first played it over a year ago, but one thing that remained true after this latest update is that it’s still missing quite a bit. Even with the beefy new Elderwood map joining the original two, the number of areas to explore is fairly small, and though they’ve got nooks and crannies for you to discover, you can more-or-less see most of what’s available in a few hours. Social features, though awesome when they happen, still feel quite slim for a game where the killer feature is supposed to be its online functionality, and there aren’t enough activities that encourage group play. And although there are quite a few options for decorating your house, surprisingly little of it can be interacted with once placed. You can’t lie in bed, turn on the sink, or really do much of anything with most objects, which sometimes made me feel like I was building a museum rather than a home.Elderwood isn’t planned to be the final update or anything, so these are shortcomings that will hopefully be built out in the future, but I’m a bit surprised that some of them aren’t farther along all the same.The other major issue with Palia has been its bugs and performance issues, which have gotten remarkably better but are still pretty common. I quite frequently see NPCs sink into the floor, sometimes altogether hidden underground to the point where I can’t interact with them, there’s a bunch of very visible pop-in that happens while you’re running around, and loading times when traveling between each section of the map feel far longer than they should. Playing on the Nintendo Switch is especially eyebrow raising, as everything looks pretty awful and runs significantly worse, to the point where I really can’t recommend it on that platform in the same way I enthusiastically would elsewhere.
    #palia #review
    Palia Review
    There’s something uniquely satisfying about putting down roots in a sleepy town in games like Animal Crossing, Stardew Valley, or Disney Dreamlight Valley. Palia evolves this tradition to great effect, injecting large-scale multiplayer into that tried-and-true formula. After more than 70 hours of chopping down trees, hunting woodland critters, decorating my home, and hanging out with my fellow Palians, I’ve had a fantastic time catching up on all I’ve missed since the early days of the beta. There are beautiful regions to explore, interesting items and artifacts to craft or collect, and lots of compelling quests to complete – and the new content in the Elderwood expansion that arrived alongside its console launch added quite a bit to what was already a life-consuming vortex of coziness. That said, Palia still feels quite unfinished in some ways, with a story that abruptly cuts off right in the middle and some pretty serious bugs and performance issues plaguing it, but it’s easy to forgive much of that when you and your friends are enjoying a quiet evening of fishing together.Palia is a cozy life sim with one major tweak: you’re in an online world that occasionally compels you to come out of your shell and interact with other humans – a sometimes Herculean task for the introverts often drawn to this genre. As you explore, you’ll encounter others out in the shared world going about their business, and are encouragedto cooperate with them. For example, you’ll get a buff for fishing with others and will find magical trees that can only be chopped down with the help of one or more friends. This has led to a community that’s astoundingly positive and helpful, with the vast majority of the public chat being PSAs from players who have found a valuable resource they’d like to share with strangers, then waiting for minutes on end for everyone to assemble before collecting it as a group. I spend a lot of time playing multiplayer games defined by the community’s potent toxicity and savage greed, so this kind of culture was truly a shock to my system that took me a long time to adjust to.PlayAlthough multiplayer is its signature twist, you can still do the vast majority of Palia’s activities by yourself. There’s also just a whole heck of a lot for you to do however you decide to tackle it, all in service of building up your home and improving your relationships with the NPC townsfolk. The usual zen-like staples of cooking and catching bugs are all here and actually quite good – the fishing minigame, for example, is less mindless than you usually find in the genre, having you tug and pull on your rod as the fish leaps into the air and puts up a fight. There’s even a few less common options like hunting, where you’ll pick off poor critters who burrow into the ground and leap into trees as you pepper them with arrows. While an absence of stress is an intentional focus of Palia’s design, it sometimes tries a bit too hard to accomplish that goal, like in how your arrows will magically home in on your target incredibly aggressively, sometimes turning corners to aid your aim. I’m all for a laid back experience, but it can be a bit obnoxious when you’re trying to line up a shot and the magnetism training wheels curve your arrow toward a different creature altogether, frustrating what’s supposed to be a chill activity.Palia has a surprisingly full-featured main story as well. It has you exploring ancient ruins to uncover the truth about a world which was once populated by humans who are curiously gone now, and the dark history of magic that seemingly caused the collapse of society. This adventure is much more light-hearted than that might sound, though, and you’re mostly just given opportunities to learn about the world and hang out with the characters who accompany you on quests while you platform around and solve simple puzzles. Per Palia’s adherence to cozy virtues, none of this is particularly demanding, and the mainline quests can be completed in a matter of hours if you focus on them, but I enjoyed diving just a tad deeper into the world and the break from grinding for iron ore to craft the next piece of furniture I just couldn’t live without.The usual staples of cooking and fishing are all here, and quite good.“That said, while I quite enjoy the tale Palia tells, it feels disappointingly incomplete compared to every other aspect of the adventure – even after the Elderwood expansion arrived. The original cliffhanger ending was replaced by yet another hanging chad just an hour or two later, with a handful of chores and a brief new major dungeon spread across a surprisingly short bit of story. You’re telling me I’ve got this massive new map to explore, new creatures to hunt, and new characters to romance, but we still haven’t finished even one arc in the main plot.Thankfully, there are plenty of distractions and minigames to mix things up, like a hotpot-themed card game I spent way too much time playing, or a surprisingly intricate platforming puzzle that took me hours to master. Sometimes these experiments exceed Palia’s grasp, like the platforming sections in particular, which are held back by clunky controls that don’t seem like they were designed with precision in mind – climbing can be quite an irritating experience as your character will let go of surfaces inconsistently, sending you plummeting to your death. But the stakes in taking these spills are always very low, so there’s not much to lose aside from a bit of your time wasted. Other times, you’ll find yourself doing a sliding picture puzzle and think “y’know, this is pretty nice,” so I mostly found myself happy they took these shots nonetheless.TieGuyTravis' Favorite Cozy GamesIf you're looking for a game that pairs well with a warm blanket and a hot cup of tea, look no further than these TieGuyTravis-approved recommendations.See AllOf course, the purpose behind all these undertakings is to gain as much gold as you can to upgrade and decorate your home, and Palia’s got one of the better home building systems I’ve seen. Rather than giving you no control over the blueprint of your house like in Animal Crossing or Disney Dreamlight Valley, or making you monkey around with a building mode that has you placing individual walls like The Sims, Palia favors a modular system: You unlock schematics for pieces of a home that you can freely snap onto various parts of your building, making it easy to design the general layout without having to get lost in the weeds. Then, once you’ve built your place, you can decorate it down to the most minute detail, dragging furniture, dolls, and cups around on a grid to make it just so. I could probably spend dozens of hours on this part of Palia alone, were it not for my insatiable need for cold hard cash to fund my homestead expansion. But that desire to make your place exactly as awesome as you want it to be is a serious motivator that sent me out in search of lumber and iron ore time and time again.Those resource grinds each have their own progression systems as well, as you level up by repeatedly going out into the world and bringing back your haul of raw materials and collectibles to sell. As you plant trees and craft furniture, you’ll unlock new equipment like a loom for creating fabric or a furnace for creating glass. You’ll also get better tools to perform cozy chores with, like a hoe that lets you till land faster or a bow and arrows that will let you take down prey in fewer shots, each of which feels like a handy upgrade that shows up at exactly the right moment you start feeling a need for it. The timegating that sometimes boxes you out of marathoning through everything in other life sims is mercifully absent here for the most part, so you can move as fast or as slow as you care to.Palia has one of the better home building systems I’ve seen. “The other major pursuit in Palia is in getting to know and develop relationships with its 26 NPC residents, most of whom are really well-written and have a lot more to them than meets the eye. Most have an arc that takes place over several quests where they let you see a bit more of their personality as you forge a friendship. I quite enjoyed hanging out with the sarcastic and moody daughter of the mayor, Kenyatta, who worked the front desk with all the enthusiasm of April from Parks and Recreation – but after helping her down the extremely chaotic path of discovering what she’s passionate about in life, I grew to appreciate her in a less superficial way. Even characters I really didn't jive with like Elouisa, a cryptid-obsessed hippy who annoyed me to no end, was at least entertainingly irritating, and I’ve learned to appreciate how much her personality bothers me over time.And, of course, if you’re looking for more than friendship you can partake in Palia’s quite strong dating mechanics to get yourself a girlfriend or boyfriend, or several of them – no judging here.Unfortunately, this is one area where timegating gets in the way of a good time, and is one of the only places Palia boxes you out. You’re only allowed to chat with each character once per in-game day, which improves your social links a very small amount, and you can only give each character a gift once per real world day. So if you’re trying to finish a particular character’s story, you’ll have to log on with regularity and be subjected to the same rotation of brief banter before you’re able to make any real progress. This is especially painful early on when your citizenship in Kilima Village is dependent on having someone in town to vouch for you – a task that’s made impossible to do in a short span by timegating. When every other area of Palia lets you play to your heart’s content, it’s pretty annoying to see such an essential part of this slice of life block you from progressing at your own pace.The Elderwood ExpansionThe Elderwood expansion is the most recent addition to Palia, and the biggest content update since its 2023 debut by far. It adds a substantial map with several small regions to explore and interesting new enemies to hunt, and some neat gadgets and quality of life improvements to enjoy. The Elderwood region is filled with color and weird creatures, which are quite unlike the two base maps, injecting some much needed variety into the world. Some of the additions, like relics that make tracking down materials easier and new resource nodes like palium and platinum, are fantastic things to pursue if you’re like me and have already accumulated hundreds of copper and iron. There’s even a new NPC to meet, Ulfe, a wild child who has a very different vibe than the rest of the cast so far, and who I enjoyed having a series of communication breakdowns with. Elderwood certainly doesn’t rock the boat in any major way, but it’s a nice, and overdue supplement that simply offers more of the Palia I already know and love.Palia has come a long way since I first played it over a year ago, but one thing that remained true after this latest update is that it’s still missing quite a bit. Even with the beefy new Elderwood map joining the original two, the number of areas to explore is fairly small, and though they’ve got nooks and crannies for you to discover, you can more-or-less see most of what’s available in a few hours. Social features, though awesome when they happen, still feel quite slim for a game where the killer feature is supposed to be its online functionality, and there aren’t enough activities that encourage group play. And although there are quite a few options for decorating your house, surprisingly little of it can be interacted with once placed. You can’t lie in bed, turn on the sink, or really do much of anything with most objects, which sometimes made me feel like I was building a museum rather than a home.Elderwood isn’t planned to be the final update or anything, so these are shortcomings that will hopefully be built out in the future, but I’m a bit surprised that some of them aren’t farther along all the same.The other major issue with Palia has been its bugs and performance issues, which have gotten remarkably better but are still pretty common. I quite frequently see NPCs sink into the floor, sometimes altogether hidden underground to the point where I can’t interact with them, there’s a bunch of very visible pop-in that happens while you’re running around, and loading times when traveling between each section of the map feel far longer than they should. Playing on the Nintendo Switch is especially eyebrow raising, as everything looks pretty awful and runs significantly worse, to the point where I really can’t recommend it on that platform in the same way I enthusiastically would elsewhere. #palia #review
    Palia Review
    www.ign.com
    There’s something uniquely satisfying about putting down roots in a sleepy town in games like Animal Crossing, Stardew Valley, or Disney Dreamlight Valley. Palia evolves this tradition to great effect, injecting large-scale multiplayer into that tried-and-true formula. After more than 70 hours of chopping down trees, hunting woodland critters, decorating my home, and hanging out with my fellow Palians, I’ve had a fantastic time catching up on all I’ve missed since the early days of the beta. There are beautiful regions to explore, interesting items and artifacts to craft or collect, and lots of compelling quests to complete – and the new content in the Elderwood expansion that arrived alongside its console launch added quite a bit to what was already a life-consuming vortex of coziness. That said, Palia still feels quite unfinished in some ways, with a story that abruptly cuts off right in the middle and some pretty serious bugs and performance issues plaguing it, but it’s easy to forgive much of that when you and your friends are enjoying a quiet evening of fishing together.Palia is a cozy life sim with one major tweak: you’re in an online world that occasionally compels you to come out of your shell and interact with other humans – a sometimes Herculean task for the introverts often drawn to this genre. As you explore, you’ll encounter others out in the shared world going about their business, and are encouraged (or sometimes required) to cooperate with them. For example, you’ll get a buff for fishing with others and will find magical trees that can only be chopped down with the help of one or more friends. This has led to a community that’s astoundingly positive and helpful, with the vast majority of the public chat being PSAs from players who have found a valuable resource they’d like to share with strangers, then waiting for minutes on end for everyone to assemble before collecting it as a group. I spend a lot of time playing multiplayer games defined by the community’s potent toxicity and savage greed, so this kind of culture was truly a shock to my system that took me a long time to adjust to.PlayAlthough multiplayer is its signature twist, you can still do the vast majority of Palia’s activities by yourself. There’s also just a whole heck of a lot for you to do however you decide to tackle it, all in service of building up your home and improving your relationships with the NPC townsfolk. The usual zen-like staples of cooking and catching bugs are all here and actually quite good – the fishing minigame, for example, is less mindless than you usually find in the genre, having you tug and pull on your rod as the fish leaps into the air and puts up a fight. There’s even a few less common options like hunting, where you’ll pick off poor critters who burrow into the ground and leap into trees as you pepper them with arrows. While an absence of stress is an intentional focus of Palia’s design, it sometimes tries a bit too hard to accomplish that goal, like in how your arrows will magically home in on your target incredibly aggressively, sometimes turning corners to aid your aim. I’m all for a laid back experience, but it can be a bit obnoxious when you’re trying to line up a shot and the magnetism training wheels curve your arrow toward a different creature altogether, frustrating what’s supposed to be a chill activity.Palia has a surprisingly full-featured main story as well. It has you exploring ancient ruins to uncover the truth about a world which was once populated by humans who are curiously gone now, and the dark history of magic that seemingly caused the collapse of society. This adventure is much more light-hearted than that might sound, though, and you’re mostly just given opportunities to learn about the world and hang out with the characters who accompany you on quests while you platform around and solve simple puzzles. Per Palia’s adherence to cozy virtues, none of this is particularly demanding, and the mainline quests can be completed in a matter of hours if you focus on them, but I enjoyed diving just a tad deeper into the world and the break from grinding for iron ore to craft the next piece of furniture I just couldn’t live without.The usual staples of cooking and fishing are all here, and quite good.“That said, while I quite enjoy the tale Palia tells, it feels disappointingly incomplete compared to every other aspect of the adventure – even after the Elderwood expansion arrived. The original cliffhanger ending was replaced by yet another hanging chad just an hour or two later, with a handful of chores and a brief new major dungeon spread across a surprisingly short bit of story. You’re telling me I’ve got this massive new map to explore, new creatures to hunt, and new characters to romance, but we still haven’t finished even one arc in the main plot.Thankfully, there are plenty of distractions and minigames to mix things up, like a hotpot-themed card game I spent way too much time playing, or a surprisingly intricate platforming puzzle that took me hours to master. Sometimes these experiments exceed Palia’s grasp, like the platforming sections in particular, which are held back by clunky controls that don’t seem like they were designed with precision in mind – climbing can be quite an irritating experience as your character will let go of surfaces inconsistently, sending you plummeting to your death. But the stakes in taking these spills are always very low, so there’s not much to lose aside from a bit of your time wasted. Other times, you’ll find yourself doing a sliding picture puzzle and think “y’know, this is pretty nice,” so I mostly found myself happy they took these shots nonetheless.TieGuyTravis' Favorite Cozy GamesIf you're looking for a game that pairs well with a warm blanket and a hot cup of tea, look no further than these TieGuyTravis-approved recommendations.See AllOf course, the purpose behind all these undertakings is to gain as much gold as you can to upgrade and decorate your home, and Palia’s got one of the better home building systems I’ve seen. Rather than giving you no control over the blueprint of your house like in Animal Crossing or Disney Dreamlight Valley, or making you monkey around with a building mode that has you placing individual walls like The Sims, Palia favors a modular system: You unlock schematics for pieces of a home that you can freely snap onto various parts of your building, making it easy to design the general layout without having to get lost in the weeds. Then, once you’ve built your place, you can decorate it down to the most minute detail, dragging furniture, dolls, and cups around on a grid to make it just so. I could probably spend dozens of hours on this part of Palia alone, were it not for my insatiable need for cold hard cash to fund my homestead expansion. But that desire to make your place exactly as awesome as you want it to be is a serious motivator that sent me out in search of lumber and iron ore time and time again.Those resource grinds each have their own progression systems as well, as you level up by repeatedly going out into the world and bringing back your haul of raw materials and collectibles to sell. As you plant trees and craft furniture, you’ll unlock new equipment like a loom for creating fabric or a furnace for creating glass. You’ll also get better tools to perform cozy chores with, like a hoe that lets you till land faster or a bow and arrows that will let you take down prey in fewer shots, each of which feels like a handy upgrade that shows up at exactly the right moment you start feeling a need for it. The timegating that sometimes boxes you out of marathoning through everything in other life sims is mercifully absent here for the most part, so you can move as fast or as slow as you care to.Palia has one of the better home building systems I’ve seen. “The other major pursuit in Palia is in getting to know and develop relationships with its 26 NPC residents, most of whom are really well-written and have a lot more to them than meets the eye. Most have an arc that takes place over several quests where they let you see a bit more of their personality as you forge a friendship. I quite enjoyed hanging out with the sarcastic and moody daughter of the mayor, Kenyatta, who worked the front desk with all the enthusiasm of April from Parks and Recreation – but after helping her down the extremely chaotic path of discovering what she’s passionate about in life, I grew to appreciate her in a less superficial way. Even characters I really didn't jive with like Elouisa, a cryptid-obsessed hippy who annoyed me to no end, was at least entertainingly irritating, and I’ve learned to appreciate how much her personality bothers me over time. (We’ve all got a friend like that, don’t we?) And, of course, if you’re looking for more than friendship you can partake in Palia’s quite strong dating mechanics to get yourself a girlfriend or boyfriend, or several of them – no judging here.Unfortunately, this is one area where timegating gets in the way of a good time, and is one of the only places Palia boxes you out. You’re only allowed to chat with each character once per in-game day (a 30-minute period of real time), which improves your social links a very small amount, and you can only give each character a gift once per real world day. So if you’re trying to finish a particular character’s story, you’ll have to log on with regularity and be subjected to the same rotation of brief banter before you’re able to make any real progress. This is especially painful early on when your citizenship in Kilima Village is dependent on having someone in town to vouch for you – a task that’s made impossible to do in a short span by timegating. When every other area of Palia lets you play to your heart’s content, it’s pretty annoying to see such an essential part of this slice of life block you from progressing at your own pace.The Elderwood ExpansionThe Elderwood expansion is the most recent addition to Palia, and the biggest content update since its 2023 debut by far. It adds a substantial map with several small regions to explore and interesting new enemies to hunt (like really good frog-like creatures that spit reptilian phlegm at you), and some neat gadgets and quality of life improvements to enjoy. The Elderwood region is filled with color and weird creatures, which are quite unlike the two base maps, injecting some much needed variety into the world. Some of the additions, like relics that make tracking down materials easier and new resource nodes like palium and platinum, are fantastic things to pursue if you’re like me and have already accumulated hundreds of copper and iron. There’s even a new NPC to meet, Ulfe, a wild child who has a very different vibe than the rest of the cast so far, and who I enjoyed having a series of communication breakdowns with. Elderwood certainly doesn’t rock the boat in any major way, but it’s a nice, and overdue supplement that simply offers more of the Palia I already know and love.Palia has come a long way since I first played it over a year ago, but one thing that remained true after this latest update is that it’s still missing quite a bit. Even with the beefy new Elderwood map joining the original two, the number of areas to explore is fairly small, and though they’ve got nooks and crannies for you to discover, you can more-or-less see most of what’s available in a few hours. Social features, though awesome when they happen, still feel quite slim for a game where the killer feature is supposed to be its online functionality, and there aren’t enough activities that encourage group play. And although there are quite a few options for decorating your house, surprisingly little of it can be interacted with once placed. You can’t lie in bed, turn on the sink, or really do much of anything with most objects, which sometimes made me feel like I was building a museum rather than a home. (They did add the ability to flick the light switches on and off, which is at least something.) Elderwood isn’t planned to be the final update or anything, so these are shortcomings that will hopefully be built out in the future, but I’m a bit surprised that some of them aren’t farther along all the same.The other major issue with Palia has been its bugs and performance issues, which have gotten remarkably better but are still pretty common. I quite frequently see NPCs sink into the floor, sometimes altogether hidden underground to the point where I can’t interact with them, there’s a bunch of very visible pop-in that happens while you’re running around, and loading times when traveling between each section of the map feel far longer than they should. Playing on the Nintendo Switch is especially eyebrow raising, as everything looks pretty awful and runs significantly worse, to the point where I really can’t recommend it on that platform in the same way I enthusiastically would elsewhere.
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  • Where Did Kosmos-482 Land? No One Is Sure

    May 18, 2025Accidental Alchemy, Flamingo Food Tornado, and Kosmos-482 LandsKosmos-482 crash-lands, physicists turn lead to gold and animals show some clever behaviors. Anaissa Ruiz Tejada/Scientific AmericanSUBSCRIBE TO Science QuicklyHappy Monday, listeners! For Scientific American’s Science Quickly, this is Allison Parshall filling in for Rachel Feltman. Let’s kick off the week with a quick roundup of some of the latest science news.First, an update on that doomed Soviet-era spacecraft Rachel mentioned last week. After spending more than half a century orbiting Earth, the Kosmos-482 probe made a crash landing on May 10. According to a post on the app Telegram from Russian space agency Roscosmos, the spacecraft crashed into the Indian Ocean somewhere west of Jakarta, the capital of Indonesia. Space.com reports that other space agencies have estimated different landing spots for the probe, from locations on land in South Asia to stretches of the eastern Pacific. We may never know exactly where Kosmos-482 finally came to rest. In any case, we haven’t heard any reports of falling space junk causing harm to humans, so it seems likely the object crashed somewhere out of the way.Now for some accidental alchemy. Despite the wishes of medieval scholars, there’s no way to turn lead into gold, right? Wrong. Physicists at the Large Hadron Collider apparently did just that—very briefly, but still. The scientists published a description of this magical-sounding transformation earlier this month in the journal Physical Review C. On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Here’s how it worked: Scientists at CERN use the Large Hadron Collider to study the early universe by firing lead nuclei at one another at nearly the speed of light. Instead of smashing head-on, the nuclei usually pass very close to one another. In these near-misses, the powerful electric field from one nucleus can shake up the other. If the field is strong enough, it can knock out three protons from an incoming lead nucleus. Since gold has three fewer protons than lead, this transforms the lead into gold.The researchers estimate that 89,000 gold nuclei are produced per second during these experiments. That means that between 2015 and 2018—the accelerator’s second run, which is when the scientists collected this data—the collider produced 29 trillionths of a gram of gold. Unfortunately for any prospectors at CERN, those atoms tend to get obliterated in about a microsecond. Nature reports that another CERN accelerator also observed this alchemical reaction during a 2002 to 2004 run. But because that experiment used less energy, less gold was produced.In public health news, Centers for Disease Control and Prevention data released last Wednesday indicates a massive drop in overdose deaths between 2023 and 2024. In the 45 years that the CDC has collected equivalent data, the biggest one-year dip seen previously was 4 percent in 2018, according to the Associated Press. Deaths dropped from about 110,000 in 2023 to roughly 80,000 in 2024, which represents a nearly 27 percent decrease. The AP reports that experts mentioned several possible factors behind the drop, including the increased availability of naloxone for treating overdoses.It’s important to note that, while this is promising news, we still have a long way to go. Overdose deaths are still higher than they were before the COVID pandemic, and overdose remains the leading cause of death for people in the U.S. between ages 18 and 44. If you don’t already carry naloxone with you in case you encounter someone experiencing an overdose, consider looking into what resources your state and county offer for training and distribution. You can check out GetNaloxoneNow.org to find more information.We’ll wrap up with a couple of fun animal stories.Let’s start with flamingos. They’re not exactly known for being very active. You’re probably picturing the birds standing calmly in crystal clear water. But according to a study published last Monday in the journal Proceedings of the National Academy of Sciences, they’re surprisingly busy just beneath the surface.Similar to the way spiders use webs to trap prey, the study authors say, flamingos create little water tornados to coax food straight into their mouths.First, the birds use their feet to churn sediment up. Then they jerk their heads up, turning those small whorls of sediment into vortexes. Meanwhile, the animals chatter their beaks to create even more water movement, pulling the swirling sediment into their mouths. From there, the flamingos can filter out tiny prey such as brine shrimp—but it seems like this filter feeding is a lot less passive than it looks.In other animal news, it turns out that chimps use leaves for everything from first aid to bathroom hygiene. In a study published Tuesday in Frontiers in Ecology and Evolution, researchers describe their observations of two different communities of chimpanzees in Uganda. The researchers identified numerous instances of “self-care” using leaves, from dabbing wounds to packing them with chewed-up plant matter. The chimps sometimes offered this care to others, too. That’s similar to behavior other researchers reported last year in orangutans over in Indonesia. Orangutans have also been seen applying juice made from saliva and the leaves of a plant with anti-inflammatory properties all over their bodies, which scientists suspect they might be doing to relieve joint and muscle pain.Plants seem to be part of a larger wellness routine for chimps, too: the scientists also saw them using leaves to clean themselves up after pooping or having sex. The researchers even described one instance of what they called “prosocial postcoital penis wiping,” which means one chimp leant another a hand with intimate personal hygiene.While these aren’t the first documented cases of first aid in nonhuman animals—or even in chimps, who have been seen putting smashed insects in their wounds, possibly for medicinal purposes—scientists are excited to see evidence that medicinal plant use might be more widespread than expected among our close relatives. That could suggest that wound care goes way, way back in our evolutionary history.That’s all for this week’s news roundup. Rachel will be back on Wednesday.Science Quickly is produced by Rachel Feltman, Fonda Mwangi, Kelso Harper, Naeem Amarsy and Jeff DelViscio. This episode was hosted by me, Allison Parshall, and edited by Alex Sugiura. Shayna Posses and Aaron Shattuck fact-check our show. Our theme music was composed by Dominic Smith. Subscribe to Scientific American for more up-to-date and in-depth science news.For Scientific American, this is Allison Parshall. Have a great week!
    #where #did #kosmos482 #land #one
    Where Did Kosmos-482 Land? No One Is Sure
    May 18, 2025Accidental Alchemy, Flamingo Food Tornado, and Kosmos-482 LandsKosmos-482 crash-lands, physicists turn lead to gold and animals show some clever behaviors. Anaissa Ruiz Tejada/Scientific AmericanSUBSCRIBE TO Science QuicklyHappy Monday, listeners! For Scientific American’s Science Quickly, this is Allison Parshall filling in for Rachel Feltman. Let’s kick off the week with a quick roundup of some of the latest science news.First, an update on that doomed Soviet-era spacecraft Rachel mentioned last week. After spending more than half a century orbiting Earth, the Kosmos-482 probe made a crash landing on May 10. According to a post on the app Telegram from Russian space agency Roscosmos, the spacecraft crashed into the Indian Ocean somewhere west of Jakarta, the capital of Indonesia. Space.com reports that other space agencies have estimated different landing spots for the probe, from locations on land in South Asia to stretches of the eastern Pacific. We may never know exactly where Kosmos-482 finally came to rest. In any case, we haven’t heard any reports of falling space junk causing harm to humans, so it seems likely the object crashed somewhere out of the way.Now for some accidental alchemy. Despite the wishes of medieval scholars, there’s no way to turn lead into gold, right? Wrong. Physicists at the Large Hadron Collider apparently did just that—very briefly, but still. The scientists published a description of this magical-sounding transformation earlier this month in the journal Physical Review C. On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Here’s how it worked: Scientists at CERN use the Large Hadron Collider to study the early universe by firing lead nuclei at one another at nearly the speed of light. Instead of smashing head-on, the nuclei usually pass very close to one another. In these near-misses, the powerful electric field from one nucleus can shake up the other. If the field is strong enough, it can knock out three protons from an incoming lead nucleus. Since gold has three fewer protons than lead, this transforms the lead into gold.The researchers estimate that 89,000 gold nuclei are produced per second during these experiments. That means that between 2015 and 2018—the accelerator’s second run, which is when the scientists collected this data—the collider produced 29 trillionths of a gram of gold. Unfortunately for any prospectors at CERN, those atoms tend to get obliterated in about a microsecond. Nature reports that another CERN accelerator also observed this alchemical reaction during a 2002 to 2004 run. But because that experiment used less energy, less gold was produced.In public health news, Centers for Disease Control and Prevention data released last Wednesday indicates a massive drop in overdose deaths between 2023 and 2024. In the 45 years that the CDC has collected equivalent data, the biggest one-year dip seen previously was 4 percent in 2018, according to the Associated Press. Deaths dropped from about 110,000 in 2023 to roughly 80,000 in 2024, which represents a nearly 27 percent decrease. The AP reports that experts mentioned several possible factors behind the drop, including the increased availability of naloxone for treating overdoses.It’s important to note that, while this is promising news, we still have a long way to go. Overdose deaths are still higher than they were before the COVID pandemic, and overdose remains the leading cause of death for people in the U.S. between ages 18 and 44. If you don’t already carry naloxone with you in case you encounter someone experiencing an overdose, consider looking into what resources your state and county offer for training and distribution. You can check out GetNaloxoneNow.org to find more information.We’ll wrap up with a couple of fun animal stories.Let’s start with flamingos. They’re not exactly known for being very active. You’re probably picturing the birds standing calmly in crystal clear water. But according to a study published last Monday in the journal Proceedings of the National Academy of Sciences, they’re surprisingly busy just beneath the surface.Similar to the way spiders use webs to trap prey, the study authors say, flamingos create little water tornados to coax food straight into their mouths.First, the birds use their feet to churn sediment up. Then they jerk their heads up, turning those small whorls of sediment into vortexes. Meanwhile, the animals chatter their beaks to create even more water movement, pulling the swirling sediment into their mouths. From there, the flamingos can filter out tiny prey such as brine shrimp—but it seems like this filter feeding is a lot less passive than it looks.In other animal news, it turns out that chimps use leaves for everything from first aid to bathroom hygiene. In a study published Tuesday in Frontiers in Ecology and Evolution, researchers describe their observations of two different communities of chimpanzees in Uganda. The researchers identified numerous instances of “self-care” using leaves, from dabbing wounds to packing them with chewed-up plant matter. The chimps sometimes offered this care to others, too. That’s similar to behavior other researchers reported last year in orangutans over in Indonesia. Orangutans have also been seen applying juice made from saliva and the leaves of a plant with anti-inflammatory properties all over their bodies, which scientists suspect they might be doing to relieve joint and muscle pain.Plants seem to be part of a larger wellness routine for chimps, too: the scientists also saw them using leaves to clean themselves up after pooping or having sex. The researchers even described one instance of what they called “prosocial postcoital penis wiping,” which means one chimp leant another a hand with intimate personal hygiene.While these aren’t the first documented cases of first aid in nonhuman animals—or even in chimps, who have been seen putting smashed insects in their wounds, possibly for medicinal purposes—scientists are excited to see evidence that medicinal plant use might be more widespread than expected among our close relatives. That could suggest that wound care goes way, way back in our evolutionary history.That’s all for this week’s news roundup. Rachel will be back on Wednesday.Science Quickly is produced by Rachel Feltman, Fonda Mwangi, Kelso Harper, Naeem Amarsy and Jeff DelViscio. This episode was hosted by me, Allison Parshall, and edited by Alex Sugiura. Shayna Posses and Aaron Shattuck fact-check our show. Our theme music was composed by Dominic Smith. Subscribe to Scientific American for more up-to-date and in-depth science news.For Scientific American, this is Allison Parshall. Have a great week! #where #did #kosmos482 #land #one
    Where Did Kosmos-482 Land? No One Is Sure
    www.scientificamerican.com
    May 18, 2025Accidental Alchemy, Flamingo Food Tornado, and Kosmos-482 LandsKosmos-482 crash-lands, physicists turn lead to gold and animals show some clever behaviors. Anaissa Ruiz Tejada/Scientific AmericanSUBSCRIBE TO Science QuicklyHappy Monday, listeners! For Scientific American’s Science Quickly, this is Allison Parshall filling in for Rachel Feltman. Let’s kick off the week with a quick roundup of some of the latest science news.First, an update on that doomed Soviet-era spacecraft Rachel mentioned last week. After spending more than half a century orbiting Earth, the Kosmos-482 probe made a crash landing on May 10. According to a post on the app Telegram from Russian space agency Roscosmos, the spacecraft crashed into the Indian Ocean somewhere west of Jakarta, the capital of Indonesia. Space.com reports that other space agencies have estimated different landing spots for the probe, from locations on land in South Asia to stretches of the eastern Pacific. We may never know exactly where Kosmos-482 finally came to rest. In any case, we haven’t heard any reports of falling space junk causing harm to humans, so it seems likely the object crashed somewhere out of the way.Now for some accidental alchemy. Despite the wishes of medieval scholars, there’s no way to turn lead into gold, right? Wrong. Physicists at the Large Hadron Collider apparently did just that—very briefly, but still. The scientists published a description of this magical-sounding transformation earlier this month in the journal Physical Review C. On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Here’s how it worked: Scientists at CERN use the Large Hadron Collider to study the early universe by firing lead nuclei at one another at nearly the speed of light. Instead of smashing head-on, the nuclei usually pass very close to one another. In these near-misses, the powerful electric field from one nucleus can shake up the other. If the field is strong enough, it can knock out three protons from an incoming lead nucleus. Since gold has three fewer protons than lead, this transforms the lead into gold.The researchers estimate that 89,000 gold nuclei are produced per second during these experiments. That means that between 2015 and 2018—the accelerator’s second run, which is when the scientists collected this data—the collider produced 29 trillionths of a gram of gold. Unfortunately for any prospectors at CERN, those atoms tend to get obliterated in about a microsecond. Nature reports that another CERN accelerator also observed this alchemical reaction during a 2002 to 2004 run. But because that experiment used less energy, less gold was produced.In public health news, Centers for Disease Control and Prevention data released last Wednesday indicates a massive drop in overdose deaths between 2023 and 2024. In the 45 years that the CDC has collected equivalent data, the biggest one-year dip seen previously was 4 percent in 2018, according to the Associated Press. Deaths dropped from about 110,000 in 2023 to roughly 80,000 in 2024, which represents a nearly 27 percent decrease. The AP reports that experts mentioned several possible factors behind the drop, including the increased availability of naloxone for treating overdoses.It’s important to note that, while this is promising news, we still have a long way to go. Overdose deaths are still higher than they were before the COVID pandemic, and overdose remains the leading cause of death for people in the U.S. between ages 18 and 44. If you don’t already carry naloxone with you in case you encounter someone experiencing an overdose, consider looking into what resources your state and county offer for training and distribution. You can check out GetNaloxoneNow.org to find more information.We’ll wrap up with a couple of fun animal stories.Let’s start with flamingos. They’re not exactly known for being very active. You’re probably picturing the birds standing calmly in crystal clear water. But according to a study published last Monday in the journal Proceedings of the National Academy of Sciences, they’re surprisingly busy just beneath the surface.Similar to the way spiders use webs to trap prey, the study authors say, flamingos create little water tornados to coax food straight into their mouths.First, the birds use their feet to churn sediment up. Then they jerk their heads up, turning those small whorls of sediment into vortexes. Meanwhile, the animals chatter their beaks to create even more water movement, pulling the swirling sediment into their mouths. From there, the flamingos can filter out tiny prey such as brine shrimp—but it seems like this filter feeding is a lot less passive than it looks.In other animal news, it turns out that chimps use leaves for everything from first aid to bathroom hygiene. In a study published Tuesday in Frontiers in Ecology and Evolution, researchers describe their observations of two different communities of chimpanzees in Uganda. The researchers identified numerous instances of “self-care” using leaves, from dabbing wounds to packing them with chewed-up plant matter. The chimps sometimes offered this care to others, too. That’s similar to behavior other researchers reported last year in orangutans over in Indonesia. Orangutans have also been seen applying juice made from saliva and the leaves of a plant with anti-inflammatory properties all over their bodies, which scientists suspect they might be doing to relieve joint and muscle pain.Plants seem to be part of a larger wellness routine for chimps, too: the scientists also saw them using leaves to clean themselves up after pooping or having sex. The researchers even described one instance of what they called “prosocial postcoital penis wiping,” which means one chimp leant another a hand with intimate personal hygiene.While these aren’t the first documented cases of first aid in nonhuman animals—or even in chimps, who have been seen putting smashed insects in their wounds, possibly for medicinal purposes—scientists are excited to see evidence that medicinal plant use might be more widespread than expected among our close relatives. That could suggest that wound care goes way, way back in our evolutionary history.That’s all for this week’s news roundup. Rachel will be back on Wednesday.Science Quickly is produced by Rachel Feltman, Fonda Mwangi, Kelso Harper, Naeem Amarsy and Jeff DelViscio. This episode was hosted by me, Allison Parshall, and edited by Alex Sugiura. Shayna Posses and Aaron Shattuck fact-check our show. Our theme music was composed by Dominic Smith. Subscribe to Scientific American for more up-to-date and in-depth science news.For Scientific American, this is Allison Parshall. Have a great week!
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  • 12 Things I Cook in the Air Fryer When I Want to Save Time and Money

    We may earn a commission from links on this page.If you’ve finally purchased your first air fryer, let me start by saying how happy I am for you. I've been cooking and crisping with mine for a few years now, and during this time I've put a lot of things in that basket. Not everything has worked out, but many of my experiments have been so delicious and reliably repeatable that they're now staples in my household. Below are 12 of my favorites things to cook in the air fryer that either save me time, money, or both.A giant crunchy potato

    Credit: Allie Chanthorn Reinmann

    Potatoes do particularly well in the air fryer. In fact, if you bought an air fryer solely for the purpose of reheating restaurant leftovers or to make freezer fries, no one would blame you. That’s smart. But don’t miss out on this, the king of air fried potatoes. It's a simple method of roughing up a russet potato so the starchy surface get golden and crispy in the air fryer. It is the best potato-crusted potato I've ever had. And it makes a great side dish for less than a dollar.Store-bought doughnutsI don't know exactly what I was thinking that day, but I put Entenmann's doughnuts into the air fryer and what came out was nothing short of a miracle. They changed from dusty and dry to crunchy and caramelized. While I prefer this texture off the bat, I think most folks can enjoy this hack as a way to revive their stale doughnuts after the box has been open for a few days.Gnocchi and meatballsYou can make an entire well-rounded meal in one air frying session. Not to mention that there are even dual basket air fryers made exactly for this purpose.One of my go-to examples is air fryer packaged gnocchi and frozen meatballs. They happen to cook at the same rate so you don't have to be fussy about different temperatures and fan modes. Just throw them into a 385℉ air fryer for about 10 minutes, and toss the tasty morsels in some warm tomato sauce for a lovely meal. 

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    Pork tenderloinA weeknight roast usually has “long cook time” written all over it, but the air fryer can make short work out of a bulky cut of meat in no time. Pork tenderloin is one of my favorite roasts to make because it’s an affordable cut, is relatively small, and it takes no time to whip up in that countertop convection oven. Simply marinate it a few hours prior to cooking, drop it into a 350℉ air fryer and roast it for about 20 minutes. A juicy and impressive pork roast is ready in the time it takes you to change from “work clothes” to “chill clothes.”PeppersI adore roasted red peppers. They’re great in dips, tossed in salads, or blended into soups. Sadly, roasting them in the oven for 40 minutes, or blistering them over the flame of my gas stove was all a complete chore. Luckily, the air fryer cooks up tender roasted peppers in a fraction of the time. Throw an entire pepper or two into your air fryer basket, no need to add oil or anything, and air fry it for five to seven minutes. You’ll have perfectly blistered peppers ready to use. Egg rolled leftovers

    Lasagna egg rolls.
    Credit: Allie Chanthorn Reinmann

    One of my favorite ways to make leftovers fun again is to roll them up in egg roll wrappers. Almost any type of leftover dish is a delicious egg roll filling and you can get a deep-fried crunch with the air fryer. Just fill and roll the egg rolls and swipe a thin layer of oil onto the outside of the shell. Air fry them at 375℉ for 12 to 15 minutes.Kielbasa and other sausagesI can’t say that hot dogs, kielbasa, and other sausages are difficult to make. The hard part is done for you, so you could boil them or even microwave them, but there's something to be said about air frying them. My partner and I have air fried both fridge-cold and near-frozen hot dogs, and they take about the same amount of time to warm up—roughly three minutes. Three. When making thicker sausages like air fryer kielbasa, I suggest making diagonal slices all around the sides and letting it get really brown and crispy in the air fryer for a solid 10 minutes.Most of the freezer aisleThis is no revelation, but air frying freezer snacks is the biggest time saver when I need it the most. The freezer aisle of any grocery store is packed with premade meal pockets, frozen veggies, breakfasts, and desserts. Many of which are perfectly sized to cook well in a standard oven. Well an air fryer is like a miniature oven on steroids. All those delicious midnight snacks cooks faster in the air fryer—but now I don't have to wait 40 minutes. I can have my air fried fish sticks, mini pizzas, tater tots, jalepeño poppers, mozzarella sticks, garlic bread, or tiny White Castle burgers promptly at the stroke of 12. Canned mushroomsMy favorite air fryer snack lately is the mushroom chip. They’re full of umami and as crispy as a pork rind. You can make a bowl of this crunchy, salty snack with a simple can of mushrooms. Just drain them and toss with a light coating of oil. Air fry them for a few minutes at 390℉ until crisp and brown. Seafood

    Credit: Claire Lower

    Seafood cooks well in the air fryer too, and I don’t just mean breaded shrimp. I can air fry frozen shrimp to tender, seasoned perfection in just a handful of minutes. Air fry a lobster tail in under 10 minutes for a weeknight treat. My Instant Vortex air fryer is a beast when it comes to cooking these sea creatures. It happens so quickly they don’t have time to dry out. But be sure to set the timer and check on them early, because they’ll be finished before you know it. If you're looking for a great, reasonably priced, medium-sized air fryer, the Instant Vortex is one of my favorites. Read my full review here.

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    Soggy fried chickenTechnically, yes, soggy fried chicken can fit in the “leftover food” category, but it can also be a special case. If you’ve ever gotten takeaway or delivery from Popeye’s then you know some soggy fried chicken isn’t leftover or cold. It’s simply humid. Luckily the air fryer allows me to revive this nearly defeated chicken. Unwrap any disappointingly soft fried chickenand drop it into the air fryer for five to ten minutes at 400℉. Your fried chicken will be better than ever. MeatloafAnother low-cost, satisfying, comfort food main course is a meatloaf, andthe air fryer has this on my plate in record time. I make sure to shape the meatloaf into a size that fits within the confines of my basket or oven-style air fryer. Set the air fryer to 375℉ and roast for about 10 minutes, or until the internal temperature matches the doneness for the meat mixture you used. Say hello to dinner for four, in record time.
    #things #cook #air #fryer #when
    12 Things I Cook in the Air Fryer When I Want to Save Time and Money
    We may earn a commission from links on this page.If you’ve finally purchased your first air fryer, let me start by saying how happy I am for you. I've been cooking and crisping with mine for a few years now, and during this time I've put a lot of things in that basket. Not everything has worked out, but many of my experiments have been so delicious and reliably repeatable that they're now staples in my household. Below are 12 of my favorites things to cook in the air fryer that either save me time, money, or both.A giant crunchy potato Credit: Allie Chanthorn Reinmann Potatoes do particularly well in the air fryer. In fact, if you bought an air fryer solely for the purpose of reheating restaurant leftovers or to make freezer fries, no one would blame you. That’s smart. But don’t miss out on this, the king of air fried potatoes. It's a simple method of roughing up a russet potato so the starchy surface get golden and crispy in the air fryer. It is the best potato-crusted potato I've ever had. And it makes a great side dish for less than a dollar.Store-bought doughnutsI don't know exactly what I was thinking that day, but I put Entenmann's doughnuts into the air fryer and what came out was nothing short of a miracle. They changed from dusty and dry to crunchy and caramelized. While I prefer this texture off the bat, I think most folks can enjoy this hack as a way to revive their stale doughnuts after the box has been open for a few days.Gnocchi and meatballsYou can make an entire well-rounded meal in one air frying session. Not to mention that there are even dual basket air fryers made exactly for this purpose.One of my go-to examples is air fryer packaged gnocchi and frozen meatballs. They happen to cook at the same rate so you don't have to be fussy about different temperatures and fan modes. Just throw them into a 385℉ air fryer for about 10 minutes, and toss the tasty morsels in some warm tomato sauce for a lovely meal.  Ninja SL401 DoubleStack XL 2-Basket Air Fryer, DoubleStack Technology Cooks 4 Foods at Once, Compact Design, 10 QT, 6-in-1, Smart Finish & Match Cook, Air Fry, Broil, Bake, Easy Meals, Easy Clean,Grey Shop Now Shop Now Pork tenderloinA weeknight roast usually has “long cook time” written all over it, but the air fryer can make short work out of a bulky cut of meat in no time. Pork tenderloin is one of my favorite roasts to make because it’s an affordable cut, is relatively small, and it takes no time to whip up in that countertop convection oven. Simply marinate it a few hours prior to cooking, drop it into a 350℉ air fryer and roast it for about 20 minutes. A juicy and impressive pork roast is ready in the time it takes you to change from “work clothes” to “chill clothes.”PeppersI adore roasted red peppers. They’re great in dips, tossed in salads, or blended into soups. Sadly, roasting them in the oven for 40 minutes, or blistering them over the flame of my gas stove was all a complete chore. Luckily, the air fryer cooks up tender roasted peppers in a fraction of the time. Throw an entire pepper or two into your air fryer basket, no need to add oil or anything, and air fry it for five to seven minutes. You’ll have perfectly blistered peppers ready to use. Egg rolled leftovers Lasagna egg rolls. Credit: Allie Chanthorn Reinmann One of my favorite ways to make leftovers fun again is to roll them up in egg roll wrappers. Almost any type of leftover dish is a delicious egg roll filling and you can get a deep-fried crunch with the air fryer. Just fill and roll the egg rolls and swipe a thin layer of oil onto the outside of the shell. Air fry them at 375℉ for 12 to 15 minutes.Kielbasa and other sausagesI can’t say that hot dogs, kielbasa, and other sausages are difficult to make. The hard part is done for you, so you could boil them or even microwave them, but there's something to be said about air frying them. My partner and I have air fried both fridge-cold and near-frozen hot dogs, and they take about the same amount of time to warm up—roughly three minutes. Three. When making thicker sausages like air fryer kielbasa, I suggest making diagonal slices all around the sides and letting it get really brown and crispy in the air fryer for a solid 10 minutes.Most of the freezer aisleThis is no revelation, but air frying freezer snacks is the biggest time saver when I need it the most. The freezer aisle of any grocery store is packed with premade meal pockets, frozen veggies, breakfasts, and desserts. Many of which are perfectly sized to cook well in a standard oven. Well an air fryer is like a miniature oven on steroids. All those delicious midnight snacks cooks faster in the air fryer—but now I don't have to wait 40 minutes. I can have my air fried fish sticks, mini pizzas, tater tots, jalepeño poppers, mozzarella sticks, garlic bread, or tiny White Castle burgers promptly at the stroke of 12. Canned mushroomsMy favorite air fryer snack lately is the mushroom chip. They’re full of umami and as crispy as a pork rind. You can make a bowl of this crunchy, salty snack with a simple can of mushrooms. Just drain them and toss with a light coating of oil. Air fry them for a few minutes at 390℉ until crisp and brown. Seafood Credit: Claire Lower Seafood cooks well in the air fryer too, and I don’t just mean breaded shrimp. I can air fry frozen shrimp to tender, seasoned perfection in just a handful of minutes. Air fry a lobster tail in under 10 minutes for a weeknight treat. My Instant Vortex air fryer is a beast when it comes to cooking these sea creatures. It happens so quickly they don’t have time to dry out. But be sure to set the timer and check on them early, because they’ll be finished before you know it. If you're looking for a great, reasonably priced, medium-sized air fryer, the Instant Vortex is one of my favorites. Read my full review here. Instant Vortex 5.7-Quart 4-in-1 Air FryerShop Now Shop Now Soggy fried chickenTechnically, yes, soggy fried chicken can fit in the “leftover food” category, but it can also be a special case. If you’ve ever gotten takeaway or delivery from Popeye’s then you know some soggy fried chicken isn’t leftover or cold. It’s simply humid. Luckily the air fryer allows me to revive this nearly defeated chicken. Unwrap any disappointingly soft fried chickenand drop it into the air fryer for five to ten minutes at 400℉. Your fried chicken will be better than ever. MeatloafAnother low-cost, satisfying, comfort food main course is a meatloaf, andthe air fryer has this on my plate in record time. I make sure to shape the meatloaf into a size that fits within the confines of my basket or oven-style air fryer. Set the air fryer to 375℉ and roast for about 10 minutes, or until the internal temperature matches the doneness for the meat mixture you used. Say hello to dinner for four, in record time. #things #cook #air #fryer #when
    12 Things I Cook in the Air Fryer When I Want to Save Time and Money
    lifehacker.com
    We may earn a commission from links on this page.If you’ve finally purchased your first air fryer, let me start by saying how happy I am for you. I've been cooking and crisping with mine for a few years now, and during this time I've put a lot of things in that basket. Not everything has worked out (it's not an appliance for steaming, friends), but many of my experiments have been so delicious and reliably repeatable that they're now staples in my household. Below are 12 of my favorites things to cook in the air fryer that either save me time, money, or both. (If you're still on the fence about whether to get an air fryer and you're reading this as research, allow me to recommend a few of my favorite air fryer models, and tell you why they might be the perfect fit for your kitchen. )A giant crunchy potato Credit: Allie Chanthorn Reinmann Potatoes do particularly well in the air fryer. In fact, if you bought an air fryer solely for the purpose of reheating restaurant leftovers or to make freezer fries, no one would blame you. That’s smart. But don’t miss out on this, the king of air fried potatoes. It's a simple method of roughing up a russet potato so the starchy surface get golden and crispy in the air fryer. It is the best potato-crusted potato I've ever had. And it makes a great side dish for less than a dollar.Store-bought doughnutsI don't know exactly what I was thinking that day, but I put Entenmann's doughnuts into the air fryer and what came out was nothing short of a miracle. They changed from dusty and dry to crunchy and caramelized. While I prefer this texture off the bat, I think most folks can enjoy this hack as a way to revive their stale doughnuts after the box has been open for a few days.Gnocchi and meatballsYou can make an entire well-rounded meal in one air frying session. Not to mention that there are even dual basket air fryers made exactly for this purpose. (Here's one of my favorite dual-basket air fryers.) One of my go-to examples is air fryer packaged gnocchi and frozen meatballs. They happen to cook at the same rate so you don't have to be fussy about different temperatures and fan modes. Just throw them into a 385℉ air fryer for about 10 minutes, and toss the tasty morsels in some warm tomato sauce for a lovely meal.  Ninja SL401 DoubleStack XL 2-Basket Air Fryer, DoubleStack Technology Cooks 4 Foods at Once, Compact Design, 10 QT, 6-in-1, Smart Finish & Match Cook, Air Fry, Broil, Bake, Easy Meals, Easy Clean,Grey $249.95 at Amazon Shop Now Shop Now $249.95 at Amazon Pork tenderloinA weeknight roast usually has “long cook time” written all over it, but the air fryer can make short work out of a bulky cut of meat in no time. Pork tenderloin is one of my favorite roasts to make because it’s an affordable cut, is relatively small (compared to a ham or a chicken), and it takes no time to whip up in that countertop convection oven. Simply marinate it a few hours prior to cooking, drop it into a 350℉ air fryer and roast it for about 20 minutes. A juicy and impressive pork roast is ready in the time it takes you to change from “work clothes” to “chill clothes.”PeppersI adore roasted red peppers. They’re great in dips, tossed in salads, or blended into soups. Sadly, roasting them in the oven for 40 minutes, or blistering them over the flame of my gas stove was all a complete chore. Luckily, the air fryer cooks up tender roasted peppers in a fraction of the time. Throw an entire pepper or two into your air fryer basket, no need to add oil or anything, and air fry it for five to seven minutes. You’ll have perfectly blistered peppers ready to use. Egg rolled leftovers Lasagna egg rolls. Credit: Allie Chanthorn Reinmann One of my favorite ways to make leftovers fun again is to roll them up in egg roll wrappers. Almost any type of leftover dish is a delicious egg roll filling and you can get a deep-fried crunch with the air fryer. Just fill and roll the egg rolls and swipe a thin layer of oil onto the outside of the shell. Air fry them at 375℉ for 12 to 15 minutes.Kielbasa and other sausagesI can’t say that hot dogs, kielbasa, and other sausages are difficult to make. The hard part is done for you, so you could boil them or even microwave them, but there's something to be said about air frying them. My partner and I have air fried both fridge-cold and near-frozen hot dogs, and they take about the same amount of time to warm up—roughly three minutes. Three. When making thicker sausages like air fryer kielbasa, I suggest making diagonal slices all around the sides and letting it get really brown and crispy in the air fryer for a solid 10 minutes.Most of the freezer aisleThis is no revelation, but air frying freezer snacks is the biggest time saver when I need it the most. The freezer aisle of any grocery store is packed with premade meal pockets, frozen veggies, breakfasts, and desserts. Many of which are perfectly sized to cook well in a standard oven. Well an air fryer is like a miniature oven on steroids. All those delicious midnight snacks cooks faster in the air fryer—but now I don't have to wait 40 minutes. I can have my air fried fish sticks, mini pizzas, tater tots, jalepeño poppers, mozzarella sticks (honestly, any frozen TGIFridays item), garlic bread, or tiny White Castle burgers promptly at the stroke of 12. Canned mushroomsMy favorite air fryer snack lately is the mushroom chip. They’re full of umami and as crispy as a pork rind. You can make a bowl of this crunchy, salty snack with a simple can of mushrooms. Just drain them and toss with a light coating of oil. Air fry them for a few minutes at 390℉ until crisp and brown. Seafood Credit: Claire Lower Seafood cooks well in the air fryer too, and I don’t just mean breaded shrimp (but of course, breaded shrimp). I can air fry frozen shrimp to tender, seasoned perfection in just a handful of minutes. Air fry a lobster tail in under 10 minutes for a weeknight treat. My Instant Vortex air fryer is a beast when it comes to cooking these sea creatures. It happens so quickly they don’t have time to dry out. But be sure to set the timer and check on them early, because they’ll be finished before you know it. If you're looking for a great, reasonably priced, medium-sized air fryer, the Instant Vortex is one of my favorites. Read my full review here. Instant Vortex 5.7-Quart 4-in-1 Air Fryer (Black) $119.99 at Amazon $139.99 Save $20.00 Shop Now Shop Now $119.99 at Amazon $139.99 Save $20.00 Soggy fried chickenTechnically, yes, soggy fried chicken can fit in the “leftover food” category, but it can also be a special case. If you’ve ever gotten takeaway or delivery from Popeye’s then you know some soggy fried chicken isn’t leftover or cold. It’s simply humid. Luckily the air fryer allows me to revive this nearly defeated chicken. Unwrap any disappointingly soft fried chicken (this includes sandwiches, just take the chicken out of the bun first) and drop it into the air fryer for five to ten minutes at 400℉. Your fried chicken will be better than ever. MeatloafAnother low-cost, satisfying, comfort food main course is a meatloaf, and (surprise!) the air fryer has this on my plate in record time. I make sure to shape the meatloaf into a size that fits within the confines of my basket or oven-style air fryer. Set the air fryer to 375℉ and roast for about 10 minutes (flipping halfway), or until the internal temperature matches the doneness for the meat mixture you used. Say hello to dinner for four, in record time.
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