• Delightfully irreverent Underdogs isn’t your parents’ nature docuseries

    show some love for the losers

    Delightfully irreverent Underdogs isn’t your parents’ nature docuseries

    Ryan Reynolds narrates NatGeo's new series highlighting nature's much less cool and majestic creatures

    Jennifer Ouellette



    Jun 15, 2025 3:11 pm

    |

    5

    The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs

    Credit:

    National Geographic/Doug Parker

    The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs

    Credit:

    National Geographic/Doug Parker

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

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    Orange

    * Subscribers only
      Learn more

    Narrator Ryan Reynolds celebrates nature's outcasts in the new NatGeo docuseries Underdogs.

    Most of us have seen a nature documentary or twoat some point in our lives, so it's a familiar format: sweeping majestic footage of impressively regal animals accompanied by reverently high-toned narration. Underdogs, a new docuseries from National Geographic, takes a decidedly different and unconventional approach. Narrated by with hilarious irreverence by Ryan Reynolds, the five-part series highlights nature's less cool and majestic creatures: the outcasts and benchwarmers, more noteworthy for their "unconventional hygiene choices" and "unsavory courtship rituals." It's like The Suicide Squad or Thunderbolts*, except these creatures actually exist.
    Per the official premise, "Underdogs features a range of never-before-filmed scenes, including the first time a film crew has ever entered a special cave in New Zealand—a huge cavern that glows brighter than a bachelor pad under a black light thanks to the glowing butts of millions of mucus-coated grubs. All over the world, overlooked superstars like this are out there 24/7, giving it maximum effort and keeping the natural world in working order for all those showboating polar bears, sharks and gorillas." It's rated PG-13 thanks to the odd bit of scatalogical humor and shots of Nature Sexy Time
    Each of the five episodes is built around a specific genre. "Superheroes" highlights the surprising superpowers of the honey badger, pistol shrimp, and the invisible glass frog, among others, augmented with comic book graphics; "Sexy Beasts" focuses on bizarre mating habits and follows the format of a romantic advice column; "Terrible Parents" highlights nature's worst practices, following the outline of a parenting guide; "Total Grossout" is exactly what it sounds like; and "The Unusual Suspects" is a heist tale, documenting the supposed efforts of a macaque to put together the ultimate team of masters of deception and disguise.  Green Day even wrote and recorded a special theme song for the opening credits.
    Co-creators Mark Linfield and Vanessa Berlowitz of Wildstar Films are longtime producers of award-winning wildlife films, most notably Frozen Planet, Planet Earth and David Attenborough's Life of Mammals—you know, the kind of prestige nature documentaries that have become a mainstay for National Geographic and the BBC, among others. They're justly proud of that work, but this time around the duo wanted to try something different.

    Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair"

    National Geographic/Eleanor Paish

    Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair"

    National Geographic/Eleanor Paish

    An emerald jewel wasp emerges from a cockroach.

    National Geographic/Simon De Glanville

    An emerald jewel wasp emerges from a cockroach.

    National Geographic/Simon De Glanville

    A pack of African hunting dogs is no match for the honey badger's thick hide.

    National Geographic/Tom Walker

    A pack of African hunting dogs is no match for the honey badger's thick hide.

    National Geographic/Tom Walker

    An emerald jewel wasp emerges from a cockroach.

    National Geographic/Simon De Glanville

    A pack of African hunting dogs is no match for the honey badger's thick hide.

    National Geographic/Tom Walker

    A fireworm is hit by a cavitation bubble shot from the claw of a pistol shrimp defending its home.

    National Geographic/Hugh Miller

    As it grows and molts, the mad hatterpillar stacks old head casings on top of its head. Scientists think it is used as a decoy against would-be predators and parasites, and when needed, it can also be used as a weapon.

    National Geographic/Katherine Hannaford

    Worst parents ever? A young barnacle goose chick prepares t make the 800-foot jump from its nest to the ground.

    National Geographic

    An adult pearlfish reverses into a sea cucumber's butt to hide.

    National Geographic

    A vulture sticks its head inside an elephant carcass to eat.

    National Geographic

    A manatee releases flatulence while swimming to lose the buoyancy build up of gas inside its stomach, and descend down the water column.

    National Geographic/Karl Davies

    "There is a sense after awhile that you're playing the same animals to the same people, and the shows are starting to look the same and so is your audience," Linfield told Ars. "We thought, okay, how can we do something absolutely the opposite? We've gone through our careers collecting stories of these weird and crazy creatures that don't end up in the script because they're not big or sexy and they live under a rock. But they often have the best life histories and the craziest superpowers."
    Case in point: the velvet worm featured in the "Superheroes" episode, which creeps up on unsuspecting prey before squirting disgusting slime all over their food.Once Linfield and Berlowitz decided to focus on nature's underdogs and to take a more humorous approach, Ryan Reynolds became their top choice for a narrator—the anti-Richard Attenborough. As luck would have it, the pair shared an agent with the mega-star. So even though they thought there was no way Reynolds would agree to the project, they put together a sizzle reel, complete with a "fake Canadian Ryan Reynolds sound-alike" doing the narration. Reynolds was on set when he received the reel, and loved it so much he recoded his own narration for the footage and sent it back.
    "From that moment he was in," said Linfield, and Wildstar Films worked closely with Reynolds and his company to develop the final series. "We've never worked that way on a series before, a joint collaboration from day one," Berlowitz admitted. But it worked: the end result strikes the perfect balance between scientific revelation and accurate natural history, and an edgy comic tone.
    That tone is quintessential Reynolds, and while he did mostly follow the script, Linfield and Berlowitz admit there was also a fair amount of improvisation—not all of it PG-13.  "What we hadn't appreciated is that he's an incredible improv performer," said Berlowitz. "He can't help himself. He gets into character and starts riffing off. There are some takes that we definitely couldn't use, that potentially would fit a slightly more Hulu audience."  Some of the ad-libs made it into the final episodes, however—like Reynolds describing an Aye-Aye as "if fear and panic had a baby and rolled it in dog hair"—even though it meant going back and doing a bit of recutting to get the new lines to fit.

    Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later.

    National Geographic/Laura Pennafort

    Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later.

    National Geographic/Laura Pennafort

    The macaque agrees to trade ithe stolen phone for a piece of food.

    National Geographic

    The macaque agrees to trade ithe stolen phone for a piece of food.

    National Geographic

    A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction.

    National Geographic

    A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction.

    National Geographic

    The macaque agrees to trade ithe stolen phone for a piece of food.

    National Geographic

    A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction.

    National Geographic

    A male hippo sprays his feces at another male who is threatening to take over his patch.

    National Geographic

    A male proboscis monkey flaunts his large nose. The noses of these males are used to amplify their calls in the vast forest.

    National Geographic

    Dream girl: A blood-soaked female hyena looks across the African savanna.

    National Geographic

    A male bowerbird presents one of the finest items in his collection to a female in his bower.

    National Geographic

    The male nursery web spider presents his nuptial gift to the female.

    National Geographic

    Cue the Barry White mood music: Two leopard slugs suspend themselves on a rope of mucus as they entwine their bodies to mate with one another.

    National Geographic

    Despite their years of collective experience, Linfield and Berlowitz were initially skeptical when the crew told them about the pearl fish, which hides from predators in a sea cucumber's butt. "It had never been filmed so we said, 'You're going to have to prove it to us,'" said Berlowitz. "They came back with this fantastic, hilarious sequence of a pearl fish reverse parking [in a sea cucumber's anus)."
    The film crew experienced a few heart-pounding moments, most notably while filming the cliffside nests of barnacle geese for the "Terrible Parents" episode. A melting glacier caused a watery avalanche while the crew was filming the geese, and they had to quickly grab a few shots and run to safety. Less dramatic: cinematographer Tom Beldam had his smartphone stolen by a long-tailed macaque mere minutes after he finished capturing the animal on film.
    If all goes well and Underdogs finds its target audience, we may even get a follow-up. "We are slightly plowing new territory but the science is as true as it's ever been and the stories are good. That aspect of the natural history is still there," said Linfield. "I think what we really hope for is that people who don't normally watch natural history will watch it. If people have as much fun watching it as we had making it, then the metrics should be good enough for another season."
    Verdict: Underdogs is positively addictive; I binged all five episodes in a single day.Underdogs premieres June 15, 2025, at 9 PM/8 PM Central on National Geographicand will be available for streaming on Disney+ and Hulu the following day.  You should watch it, if only to get that second season.

    Jennifer Ouellette
    Senior Writer

    Jennifer Ouellette
    Senior Writer

    Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

    5 Comments
    #delightfully #irreverent #underdogs #isnt #your
    Delightfully irreverent Underdogs isn’t your parents’ nature docuseries
    show some love for the losers Delightfully irreverent Underdogs isn’t your parents’ nature docuseries Ryan Reynolds narrates NatGeo's new series highlighting nature's much less cool and majestic creatures Jennifer Ouellette – Jun 15, 2025 3:11 pm | 5 The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Narrator Ryan Reynolds celebrates nature's outcasts in the new NatGeo docuseries Underdogs. Most of us have seen a nature documentary or twoat some point in our lives, so it's a familiar format: sweeping majestic footage of impressively regal animals accompanied by reverently high-toned narration. Underdogs, a new docuseries from National Geographic, takes a decidedly different and unconventional approach. Narrated by with hilarious irreverence by Ryan Reynolds, the five-part series highlights nature's less cool and majestic creatures: the outcasts and benchwarmers, more noteworthy for their "unconventional hygiene choices" and "unsavory courtship rituals." It's like The Suicide Squad or Thunderbolts*, except these creatures actually exist. Per the official premise, "Underdogs features a range of never-before-filmed scenes, including the first time a film crew has ever entered a special cave in New Zealand—a huge cavern that glows brighter than a bachelor pad under a black light thanks to the glowing butts of millions of mucus-coated grubs. All over the world, overlooked superstars like this are out there 24/7, giving it maximum effort and keeping the natural world in working order for all those showboating polar bears, sharks and gorillas." It's rated PG-13 thanks to the odd bit of scatalogical humor and shots of Nature Sexy Time Each of the five episodes is built around a specific genre. "Superheroes" highlights the surprising superpowers of the honey badger, pistol shrimp, and the invisible glass frog, among others, augmented with comic book graphics; "Sexy Beasts" focuses on bizarre mating habits and follows the format of a romantic advice column; "Terrible Parents" highlights nature's worst practices, following the outline of a parenting guide; "Total Grossout" is exactly what it sounds like; and "The Unusual Suspects" is a heist tale, documenting the supposed efforts of a macaque to put together the ultimate team of masters of deception and disguise.  Green Day even wrote and recorded a special theme song for the opening credits. Co-creators Mark Linfield and Vanessa Berlowitz of Wildstar Films are longtime producers of award-winning wildlife films, most notably Frozen Planet, Planet Earth and David Attenborough's Life of Mammals—you know, the kind of prestige nature documentaries that have become a mainstay for National Geographic and the BBC, among others. They're justly proud of that work, but this time around the duo wanted to try something different. Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A fireworm is hit by a cavitation bubble shot from the claw of a pistol shrimp defending its home. National Geographic/Hugh Miller As it grows and molts, the mad hatterpillar stacks old head casings on top of its head. Scientists think it is used as a decoy against would-be predators and parasites, and when needed, it can also be used as a weapon. National Geographic/Katherine Hannaford Worst parents ever? A young barnacle goose chick prepares t make the 800-foot jump from its nest to the ground. National Geographic An adult pearlfish reverses into a sea cucumber's butt to hide. National Geographic A vulture sticks its head inside an elephant carcass to eat. National Geographic A manatee releases flatulence while swimming to lose the buoyancy build up of gas inside its stomach, and descend down the water column. National Geographic/Karl Davies "There is a sense after awhile that you're playing the same animals to the same people, and the shows are starting to look the same and so is your audience," Linfield told Ars. "We thought, okay, how can we do something absolutely the opposite? We've gone through our careers collecting stories of these weird and crazy creatures that don't end up in the script because they're not big or sexy and they live under a rock. But they often have the best life histories and the craziest superpowers." Case in point: the velvet worm featured in the "Superheroes" episode, which creeps up on unsuspecting prey before squirting disgusting slime all over their food.Once Linfield and Berlowitz decided to focus on nature's underdogs and to take a more humorous approach, Ryan Reynolds became their top choice for a narrator—the anti-Richard Attenborough. As luck would have it, the pair shared an agent with the mega-star. So even though they thought there was no way Reynolds would agree to the project, they put together a sizzle reel, complete with a "fake Canadian Ryan Reynolds sound-alike" doing the narration. Reynolds was on set when he received the reel, and loved it so much he recoded his own narration for the footage and sent it back. "From that moment he was in," said Linfield, and Wildstar Films worked closely with Reynolds and his company to develop the final series. "We've never worked that way on a series before, a joint collaboration from day one," Berlowitz admitted. But it worked: the end result strikes the perfect balance between scientific revelation and accurate natural history, and an edgy comic tone. That tone is quintessential Reynolds, and while he did mostly follow the script, Linfield and Berlowitz admit there was also a fair amount of improvisation—not all of it PG-13.  "What we hadn't appreciated is that he's an incredible improv performer," said Berlowitz. "He can't help himself. He gets into character and starts riffing off. There are some takes that we definitely couldn't use, that potentially would fit a slightly more Hulu audience."  Some of the ad-libs made it into the final episodes, however—like Reynolds describing an Aye-Aye as "if fear and panic had a baby and rolled it in dog hair"—even though it meant going back and doing a bit of recutting to get the new lines to fit. Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A male hippo sprays his feces at another male who is threatening to take over his patch. National Geographic A male proboscis monkey flaunts his large nose. The noses of these males are used to amplify their calls in the vast forest. National Geographic Dream girl: A blood-soaked female hyena looks across the African savanna. National Geographic A male bowerbird presents one of the finest items in his collection to a female in his bower. National Geographic The male nursery web spider presents his nuptial gift to the female. National Geographic Cue the Barry White mood music: Two leopard slugs suspend themselves on a rope of mucus as they entwine their bodies to mate with one another. National Geographic Despite their years of collective experience, Linfield and Berlowitz were initially skeptical when the crew told them about the pearl fish, which hides from predators in a sea cucumber's butt. "It had never been filmed so we said, 'You're going to have to prove it to us,'" said Berlowitz. "They came back with this fantastic, hilarious sequence of a pearl fish reverse parking [in a sea cucumber's anus)." The film crew experienced a few heart-pounding moments, most notably while filming the cliffside nests of barnacle geese for the "Terrible Parents" episode. A melting glacier caused a watery avalanche while the crew was filming the geese, and they had to quickly grab a few shots and run to safety. Less dramatic: cinematographer Tom Beldam had his smartphone stolen by a long-tailed macaque mere minutes after he finished capturing the animal on film. If all goes well and Underdogs finds its target audience, we may even get a follow-up. "We are slightly plowing new territory but the science is as true as it's ever been and the stories are good. That aspect of the natural history is still there," said Linfield. "I think what we really hope for is that people who don't normally watch natural history will watch it. If people have as much fun watching it as we had making it, then the metrics should be good enough for another season." Verdict: Underdogs is positively addictive; I binged all five episodes in a single day.Underdogs premieres June 15, 2025, at 9 PM/8 PM Central on National Geographicand will be available for streaming on Disney+ and Hulu the following day.  You should watch it, if only to get that second season. Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 5 Comments #delightfully #irreverent #underdogs #isnt #your
    ARSTECHNICA.COM
    Delightfully irreverent Underdogs isn’t your parents’ nature docuseries
    show some love for the losers Delightfully irreverent Underdogs isn’t your parents’ nature docuseries Ryan Reynolds narrates NatGeo's new series highlighting nature's much less cool and majestic creatures Jennifer Ouellette – Jun 15, 2025 3:11 pm | 5 The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Narrator Ryan Reynolds celebrates nature's outcasts in the new NatGeo docuseries Underdogs. Most of us have seen a nature documentary or two (or three) at some point in our lives, so it's a familiar format: sweeping majestic footage of impressively regal animals accompanied by reverently high-toned narration (preferably with a tony British accent). Underdogs, a new docuseries from National Geographic, takes a decidedly different and unconventional approach. Narrated by with hilarious irreverence by Ryan Reynolds, the five-part series highlights nature's less cool and majestic creatures: the outcasts and benchwarmers, more noteworthy for their "unconventional hygiene choices" and "unsavory courtship rituals." It's like The Suicide Squad or Thunderbolts*, except these creatures actually exist. Per the official premise, "Underdogs features a range of never-before-filmed scenes, including the first time a film crew has ever entered a special cave in New Zealand—a huge cavern that glows brighter than a bachelor pad under a black light thanks to the glowing butts of millions of mucus-coated grubs. All over the world, overlooked superstars like this are out there 24/7, giving it maximum effort and keeping the natural world in working order for all those showboating polar bears, sharks and gorillas." It's rated PG-13 thanks to the odd bit of scatalogical humor and shots of Nature Sexy Time Each of the five episodes is built around a specific genre. "Superheroes" highlights the surprising superpowers of the honey badger, pistol shrimp, and the invisible glass frog, among others, augmented with comic book graphics; "Sexy Beasts" focuses on bizarre mating habits and follows the format of a romantic advice column; "Terrible Parents" highlights nature's worst practices, following the outline of a parenting guide; "Total Grossout" is exactly what it sounds like; and "The Unusual Suspects" is a heist tale, documenting the supposed efforts of a macaque to put together the ultimate team of masters of deception and disguise (an inside man, a decoy, a fall guy, etc.).  Green Day even wrote and recorded a special theme song for the opening credits. Co-creators Mark Linfield and Vanessa Berlowitz of Wildstar Films are longtime producers of award-winning wildlife films, most notably Frozen Planet, Planet Earth and David Attenborough's Life of Mammals—you know, the kind of prestige nature documentaries that have become a mainstay for National Geographic and the BBC, among others. They're justly proud of that work, but this time around the duo wanted to try something different. Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A fireworm is hit by a cavitation bubble shot from the claw of a pistol shrimp defending its home. National Geographic/Hugh Miller As it grows and molts, the mad hatterpillar stacks old head casings on top of its head. Scientists think it is used as a decoy against would-be predators and parasites, and when needed, it can also be used as a weapon. National Geographic/Katherine Hannaford Worst parents ever? A young barnacle goose chick prepares t make the 800-foot jump from its nest to the ground. National Geographic An adult pearlfish reverses into a sea cucumber's butt to hide. National Geographic A vulture sticks its head inside an elephant carcass to eat. National Geographic A manatee releases flatulence while swimming to lose the buoyancy build up of gas inside its stomach, and descend down the water column. National Geographic/Karl Davies "There is a sense after awhile that you're playing the same animals to the same people, and the shows are starting to look the same and so is your audience," Linfield told Ars. "We thought, okay, how can we do something absolutely the opposite? We've gone through our careers collecting stories of these weird and crazy creatures that don't end up in the script because they're not big or sexy and they live under a rock. But they often have the best life histories and the craziest superpowers." Case in point: the velvet worm featured in the "Superheroes" episode, which creeps up on unsuspecting prey before squirting disgusting slime all over their food. (It's a handy defense mechanism, too, against predators like the wolf spider.) Once Linfield and Berlowitz decided to focus on nature's underdogs and to take a more humorous approach, Ryan Reynolds became their top choice for a narrator—the anti-Richard Attenborough. As luck would have it, the pair shared an agent with the mega-star. So even though they thought there was no way Reynolds would agree to the project, they put together a sizzle reel, complete with a "fake Canadian Ryan Reynolds sound-alike" doing the narration. Reynolds was on set when he received the reel, and loved it so much he recoded his own narration for the footage and sent it back. "From that moment he was in," said Linfield, and Wildstar Films worked closely with Reynolds and his company to develop the final series. "We've never worked that way on a series before, a joint collaboration from day one," Berlowitz admitted. But it worked: the end result strikes the perfect balance between scientific revelation and accurate natural history, and an edgy comic tone. That tone is quintessential Reynolds, and while he did mostly follow the script (which his team helped write), Linfield and Berlowitz admit there was also a fair amount of improvisation—not all of it PG-13.  "What we hadn't appreciated is that he's an incredible improv performer," said Berlowitz. "He can't help himself. He gets into character and starts riffing off [the footage]. There are some takes that we definitely couldn't use, that potentially would fit a slightly more Hulu audience."  Some of the ad-libs made it into the final episodes, however—like Reynolds describing an Aye-Aye as "if fear and panic had a baby and rolled it in dog hair"—even though it meant going back and doing a bit of recutting to get the new lines to fit. Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A male hippo sprays his feces at another male who is threatening to take over his patch. National Geographic A male proboscis monkey flaunts his large nose. The noses of these males are used to amplify their calls in the vast forest. National Geographic Dream girl: A blood-soaked female hyena looks across the African savanna. National Geographic A male bowerbird presents one of the finest items in his collection to a female in his bower. National Geographic The male nursery web spider presents his nuptial gift to the female. National Geographic Cue the Barry White mood music: Two leopard slugs suspend themselves on a rope of mucus as they entwine their bodies to mate with one another. National Geographic Despite their years of collective experience, Linfield and Berlowitz were initially skeptical when the crew told them about the pearl fish, which hides from predators in a sea cucumber's butt (along with many other species). "It had never been filmed so we said, 'You're going to have to prove it to us,'" said Berlowitz. "They came back with this fantastic, hilarious sequence of a pearl fish reverse parking [in a sea cucumber's anus)." The film crew experienced a few heart-pounding moments, most notably while filming the cliffside nests of barnacle geese for the "Terrible Parents" episode. A melting glacier caused a watery avalanche while the crew was filming the geese, and they had to quickly grab a few shots and run to safety. Less dramatic: cinematographer Tom Beldam had his smartphone stolen by a long-tailed macaque mere minutes after he finished capturing the animal on film. If all goes well and Underdogs finds its target audience, we may even get a follow-up. "We are slightly plowing new territory but the science is as true as it's ever been and the stories are good. That aspect of the natural history is still there," said Linfield. "I think what we really hope for is that people who don't normally watch natural history will watch it. If people have as much fun watching it as we had making it, then the metrics should be good enough for another season." Verdict: Underdogs is positively addictive; I binged all five episodes in a single day. (For his part, Reynolds said in a statement that he was thrilled to "finally watch a project of ours with my children. Technically they saw Deadpool and Wolverine but I don't think they absorbed much while covering their eyes and ears and screaming for two hours.") Underdogs premieres June 15, 2025, at 9 PM/8 PM Central on National Geographic (simulcast on ABC) and will be available for streaming on Disney+ and Hulu the following day.  You should watch it, if only to get that second season. Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 5 Comments
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  • [GamingTech] Nintendo Switch 2 - A Very Poor LCD Display / No Real HDR Support / 450 Nits Max / Raised Blacks / Tested On Display And In Docking Mode

    Sangral
    Powered by Friendship™
    Member

    Feb 17, 2022

    8,649

    From one of the biggest and most dedicated HDR analysis channels out there.

    Thought that's a big enough topic on its own, because of the analysis, for a separate thread.

    View:

    450 nits maximum peak brightnessGames like Zelda Breath of the Wild have raised blacks even in Docked HDR gameplay with a raised black level floor and the game looking washed out

    HDR docked can be good if games are optimized for it like Cyberpunk, which he refers to being exactly like on PS5 and PC, HDR wise or Fast Fusion as one of the rare games that actually have a good black level floor in HDR
     

    Last edited: 39 minutes ago

    blueredandgold
    Member

    Oct 25, 2017

    8,739

    Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please?
     

    gabdeg
    Member

    Oct 26, 2017

    7,420



    Sadly what I expected since the moment we learned it was edge-lit LCD. Would've at least expected nigher peak nits though.
     

    Kouriozan
    Member

    Oct 25, 2017

    25,072

    A shame, because Switch 2 is like the first time I'll see HDR, as my old TV isn't compatible :/
     

    Paper Cheese
    Member

    Oct 9, 2019

    558

    I've got to assume this is the sort of thing that most of us hi-fi tech illiterate lot won't notice until they bring out a better screen model in a few years.
     

    Fortinbras
    Member

    Oct 27, 2017

    2,073

    Well that sucks but it's Nintendo...did anyone expect anything different?

    I'm only going to use it docked so hopefully they can fix the HDR via update. 

    Universal Acclaim
    Member

    Oct 5, 2024

    2,482

    Not surprised, but not a big issue for me personally.
     

    Antony
    Member

    Oct 25, 2017

    4,054

    Ahhh the obligatory Nintendo Crap Displayit's positively tradition at this point
     

    Friendly Bear
    Member

    Jan 11, 2019

    4,162

    I Don’t Care WhereEven with an edge lit LCD, I was expecting brighter highlights. A lot of the preview event coverage made it sound like the screen was insanely bright, and that's clearly not the case.
     

    NoSpin
    Member

    Nov 1, 2017

    83

    As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :)
     

    Mivey
    Member

    Oct 25, 2017

    20,753

    Paper Cheese said:

    I've got to assume this is the sort of thing that most of us hi-fi tech illiterate lot won't notice until they bring out a better screen model in a few years.

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

    the raised blacks on dark content is pretty clear if you play in any kind of darker environment, if you have any kind of OLED screen to compare. Case in point, if you own a Switch 1 OLED, you'll notice the stark differences for certain kinds of content right away. OTOH, if you have been using a launch Switch 1 and never had any issues with how it looks, you'll be fine. Just make sure to stay away from OLED screen, lest you gain the ability to see the differences.
     

    Decarb
    Member

    Oct 27, 2017

    9,280

    HDR on edge-lit LCD is kind of a scam anyway.

    Kouriozan said:

    A shame, because Switch 2 is like the first time I'll see HDR, as my old TV isn't compatible :/

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

    If you have a phone made in last couple of years you've probably seen HDR.
     

    horkrux
    Member

    Oct 27, 2017

    6,531

    Well, kinda expected, so I'm not too bothered by it. Not like you can change it.
     

    Maximo
    Member

    Oct 25, 2017

    11,041

    Nintendo saving that sweet sweet OLED for a refresh.
     

    Buddy
    Member

    Oct 25, 2017

    1,773

    Germany

    I have mine in my hands right now.... don't know about HDR stuff too much but Mario Kart looks gorgeous on it.
     

    DieH@rd
    Member

    Oct 26, 2017

    12,083

    Decarb said:

    HDR on edge-lit LCD is kind of a scam anyway.

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

    ^ this.
     

    cw_sasuke
    Member

    Oct 27, 2017

    30,321

    Most of this stuff was clear from the Preview Events, at least DF talked about it.

    Didn't seem to bother a majority of people playing though. Was pretty much set when it wasn't going to be OLED. 

    John Frost
    Member

    Oct 27, 2017

    9,658

    Canada

    Well, that's disappointing..
     

    Milk
    Prophet of Truth
    Avenger

    Oct 25, 2017

    4,301

    NoSpin said:

    As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :)

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

    It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers.
     

    345
    Member

    Oct 30, 2017

    10,410

    it's about as good as i was expecting. HDR on an LCD basically means "we're actually going to tune content for the screen's color gamut", and it does the job on that level. mario kart does look punchier and more vibrant than it would in SDR while obviously not offering the same contrast as an OLED.

    dunno who this guy is but if he's really "very disappointed" i'm not sure he knows very much about screens. i'm sure it's just ragebait 

    JimNastics
    Member

    Jan 11, 2018

    1,607

    345 said:

    'm sure it's just ragebait

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

    No way!! :D You could tell just from the thumbnail. 

    Aleh
    Member

    Oct 27, 2017

    20,238

    "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is.
     

    cw_sasuke
    Member

    Oct 27, 2017

    30,321

    Milk said:

    It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers.

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

    Seems to be on par what you would get with an LCD.

    The OG Switch 1 has a bad LCD Screen, the OG Steam Deck has an even worse.....this video is making it seem like Switch 2 Screen is as bad as these screens or even worse. When it seems to be quite solid for an LCD, but in certain areas it can compete with an OLED. 

    Alex840
    Member

    Oct 31, 2017

    5,373

    And yet most of the games media doing previews have been like "oh I can barely tell the difference compared to the OLED".

    Am really sad they took a step back with this, how much more could an OLED screen have cost them? 

    Universal Acclaim
    Member

    Oct 5, 2024

    2,482

    SDR low brightness in a dark room then
     

    Dranakin
    Member

    Oct 27, 2017

    2,999

    Ooof. Although, I will admit, I probably can't tell between good and bad sceens. I mean, I have the Ayaneo Pocket DMG and everyone says it's an amazing screen. It looks normal to me?

    Alex840 said:

    Am really sad they took a step back with this, how much more could an OLED screen have cost them?

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

    An OLED 120hz? The Odin 2 Portal has one, but I don't have a sense of the component cost. 

    Kabuki Waq
    Member

    Oct 26, 2017

    6,034

    The screen is a pretty big downgrade from oled but a huge upgrade from the OG.

    I really miss the perfect blacks. MKW is gorgeous but would have looked so much better on an oled screen 

    Harmen
    Member

    Aug 30, 2023

    1,462

    The HDR and lifted black should not come as a surprise. But the video doesn't really analyze why it would be below average for an LCD screen? Colours? Pixel response time? For example the original Switch 1 LCD look reaaally bad to me these days, but my Steam Deck LCD screenlooks good to me outside of raised blacks in dark scenes.
     

    nogoodnamesleft
    Member

    Oct 25, 2017

    8,605

    Yep. I fucking knew it.

    Knew it was going to be trash. LCD is trash as a standardWill wait for oled version. 

    cw_sasuke
    Member

    Oct 27, 2017

    30,321

    Aleh said:

    "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is.

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

    Focus of the whole channel is HDR. Dude is likely just used to comparing HDR content on very expensive OLED Screens.
    So HDR bad = everything trash for him.

    Something that won't be the case for 99% of users out there. Its the single voter issue again, disregarding everything else because of one focus point and expecting every one to feel the same way about it. 

    Serif
    Member

    Oct 31, 2024

    410

    Alex840 said:

    Am really sad they took a step back with this, how much more could an OLED screen have cost them?

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

    An OLED 1080p HDR VRR 120 Hz screen does not sound like it would be cost-effective.

    It makes sense to establish baseline specs like 120 Hz support for developers to target and upgrade to OLED in the future instead of trying to add 120 Hz support later on. 

    fourfourfun
    Member

    Oct 27, 2017

    9,149

    England

    Aleh said:

    "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is.

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

    If you're an enthusiast display platform, you're going to be benchmarking against the absolute best. So comparatively it could not be as good. Obviously it doesn't take into account what the entire platform delivers as a whole and the price it was trying to hit. It's a rather zoomed in look at just one thing. 

    RailWays
    One Winged Slayer
    Avenger

    Oct 25, 2017

    18,449

    Still sounds like an upgrade from the launch Switch LCD, though those nits are pretty low
     

    Koklusz
    Member

    Oct 27, 2017

    3,971

    blueredandgold said:

    Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please?

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

    The screen is bad, and the native HDR implementation in the games he tested is shoddy.
     

    NoSpin
    Member

    Nov 1, 2017

    83

    Milk said:

    It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers.

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

    I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games. 

    Wasp
    Member

    Oct 29, 2017

    351

    It's a shame they couldn't release an OLED SKU at launch. I would have happily paid an extra for an OLED model and I'm sure many are the same.

    I know I'll be keeping my box in pristine condition to get maximum value when I trade the console in for a Switch 2 OLED in hopefully a few years. 

    Last edited: 51 minutes ago

    pswii60
    Member

    Oct 27, 2017

    28,932

    The Milky Way

    This means that for handheld purposes, Switch 2 is actually a downgrade on Switch 1 OLED, for any games that aren't taking advantage of the additional power/resolution.

    So basically, you might want to hold on to your Switch 1 OLED for all your pixel art indies, and any games not getting a patch/upgrade. 

    Shadow
    One Winged Slayer
    Member

    Oct 28, 2017

    4,837

    Kinda what I expected. Being LCD with HDR especially on portable device at that is never a good combo. I'll just play on my OLED TV when I want to get the full experience, which again, is what I expected.

    I hope it's a bit usable outside at least. I was hoping closer to 600 nits for that alone, as the Deck OLED is JUST usable on a sunny day. But you can't have everything I guess. 

    UnderJollyRoger
    Member

    Jun 16, 2023

    648

    Germany

    The screen is also my biggest concern of the unit. The og switch has an absolutely atrocious screen and LCDs just dont cut it anymore for me. The low nits will make it again pretty difficult to properly play outside.

    I am commuting a lot and sitting on a train with a bit of sun outside was already too much for the og switch.

    Here is hoping that an OLED variant will come earlier this time. 

    Milk
    Prophet of Truth
    Avenger

    Oct 25, 2017

    4,301

    NoSpin said:

    I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games.

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

    You're implying being critical means you're not also enjoying the video games.

    I'm critical of tons of my favorite games. I'm still having a fun time with the games  

    HandsomeCharles
    Member

    Oct 26, 2017

    4,717

    Disappointing to hear, but as someone who thinks his OG switch's screen is fine, I'm sure it won't really bother me.
     

    OP

    OP

    Sangral
    Powered by Friendship™
    Member

    Feb 17, 2022

    8,649

    blueredandgold said:

    Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please?

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

    I'm trying to add some bullet points to the OT. 

    Ghost Slayer
    Member

    Oct 30, 2017

    1,433

    is it like PS Portal LCD screen? Because I think the Portal LCD screen is really good
     

    Decarb
    Member

    Oct 27, 2017

    9,280

    pswii60 said:

    This means that for handheld purposes, Switch 2 is actually a downgrade on Switch 1 OLED, for any games that aren't taking advantage of the additional power/resolution.

    So basically, you might want to hold on to your Switch 1 OLED for all your pixel art indies, and any games not getting a patch/upgrade.
    Click to expand...
    Click to shrink...

    Oh I don't think there's any doubt from pure IQ perspective its a downgrade from Switch 1 OLED. Even without HDR support at max brightness that screen pops like nothing else.
     

    Maximo
    Member

    Oct 25, 2017

    11,041

    NoSpin said:

    I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games.

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

    This is a silly comparison since he's not reviewing a screen from 1996 when it first came out, screen technology has exploded since the first iPhone, seems like a needless jab. 

    Melhadf
    Member

    Dec 25, 2017

    2,528

    My understanding is that 400nits is the minimum for HDR. So it's technically HDR, but usually dismissed by purists as not "real HDR" such as this vid with his HDR10 testing. So it's a definite improvement over SDR content, but Nintendo then used an LCD instead of OLED so it most likely looks worse than the OLED switch.

    Feels like Nintendo is using minimum HDR as a crutch to cheap out on the screen and people are saying it's not "TRUE HDR" even though it's completely within spec. 

    vegtro
    Member

    Oct 25, 2017

    808

    Aleh said:

    "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is.

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

    When I first booted the Switch 2, I wanted to believe the screen will be ok from the news. Nope, the screen pretty much is pretty bad compared to OLED.
     

    Alvis
    Saw the truth behind the copied door
    Member

    Oct 25, 2017

    12,148

    EU

    A bit of a shame, meh

    NoSpin said:

    As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :)

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

    Yes indeed, this dude is set on a mission to personally ruin your experience, and he's now crying in a corner knowing that he failed.
     

    fourfourfun
    Member

    Oct 27, 2017

    9,149

    England

    Shadow said:

    But you can't have everything I guess.

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

    I think that's the thing, they went for resolution and VRR as a priority.

    I'm sure I also read on here a while ago that it also centres around the availability of appropriate screens. OLED only became viable after a certain point. 

    Pargon
    Member

    Oct 27, 2017

    14,110

    I thought I had appropriately-low expectations, but I was thinking it would be a 600 nit 1800:1 panel.

    Not 450 nits and 900:1.

    The only thing "HDR" about it is probably that content will be authored to make use of a wider color gamut. 
    #gamingtech #nintendo #switch #very #poor
    [GamingTech] Nintendo Switch 2 - A Very Poor LCD Display / No Real HDR Support / 450 Nits Max / Raised Blacks / Tested On Display And In Docking Mode
    Sangral Powered by Friendship™ Member Feb 17, 2022 8,649 From one of the biggest and most dedicated HDR analysis channels out there. Thought that's a big enough topic on its own, because of the analysis, for a separate thread. View: 450 nits maximum peak brightnessGames like Zelda Breath of the Wild have raised blacks even in Docked HDR gameplay with a raised black level floor and the game looking washed out HDR docked can be good if games are optimized for it like Cyberpunk, which he refers to being exactly like on PS5 and PC, HDR wise or Fast Fusion as one of the rare games that actually have a good black level floor in HDR   Last edited: 39 minutes ago blueredandgold Member Oct 25, 2017 8,739 Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please?   gabdeg Member Oct 26, 2017 7,420 🐝 Sadly what I expected since the moment we learned it was edge-lit LCD. Would've at least expected nigher peak nits though.   Kouriozan Member Oct 25, 2017 25,072 A shame, because Switch 2 is like the first time I'll see HDR, as my old TV isn't compatible :/   Paper Cheese Member Oct 9, 2019 558 I've got to assume this is the sort of thing that most of us hi-fi tech illiterate lot won't notice until they bring out a better screen model in a few years.   Fortinbras Member Oct 27, 2017 2,073 Well that sucks but it's Nintendo...did anyone expect anything different? I'm only going to use it docked so hopefully they can fix the HDR via update.  Universal Acclaim Member Oct 5, 2024 2,482 Not surprised, but not a big issue for me personally.   Antony Member Oct 25, 2017 4,054 Ahhh the obligatory Nintendo Crap Displayit's positively tradition at this point   Friendly Bear Member Jan 11, 2019 4,162 I Don’t Care WhereEven with an edge lit LCD, I was expecting brighter highlights. A lot of the preview event coverage made it sound like the screen was insanely bright, and that's clearly not the case.   NoSpin Member Nov 1, 2017 83 As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :)   Mivey Member Oct 25, 2017 20,753 Paper Cheese said: I've got to assume this is the sort of thing that most of us hi-fi tech illiterate lot won't notice until they bring out a better screen model in a few years. Click to expand... Click to shrink... the raised blacks on dark content is pretty clear if you play in any kind of darker environment, if you have any kind of OLED screen to compare. Case in point, if you own a Switch 1 OLED, you'll notice the stark differences for certain kinds of content right away. OTOH, if you have been using a launch Switch 1 and never had any issues with how it looks, you'll be fine. Just make sure to stay away from OLED screen, lest you gain the ability to see the differences.   Decarb Member Oct 27, 2017 9,280 HDR on edge-lit LCD is kind of a scam anyway. Kouriozan said: A shame, because Switch 2 is like the first time I'll see HDR, as my old TV isn't compatible :/ Click to expand... Click to shrink... If you have a phone made in last couple of years you've probably seen HDR.   horkrux Member Oct 27, 2017 6,531 Well, kinda expected, so I'm not too bothered by it. Not like you can change it.   Maximo Member Oct 25, 2017 11,041 Nintendo saving that sweet sweet OLED for a refresh.   Buddy Member Oct 25, 2017 1,773 Germany I have mine in my hands right now.... don't know about HDR stuff too much but Mario Kart looks gorgeous on it.   DieH@rd Member Oct 26, 2017 12,083 Decarb said: HDR on edge-lit LCD is kind of a scam anyway. Click to expand... Click to shrink... ^ this.   cw_sasuke Member Oct 27, 2017 30,321 Most of this stuff was clear from the Preview Events, at least DF talked about it. Didn't seem to bother a majority of people playing though. Was pretty much set when it wasn't going to be OLED.  John Frost Member Oct 27, 2017 9,658 Canada Well, that's disappointing..   Milk Prophet of Truth Avenger Oct 25, 2017 4,301 NoSpin said: As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :) Click to expand... Click to shrink... It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers.   345 Member Oct 30, 2017 10,410 it's about as good as i was expecting. HDR on an LCD basically means "we're actually going to tune content for the screen's color gamut", and it does the job on that level. mario kart does look punchier and more vibrant than it would in SDR while obviously not offering the same contrast as an OLED. dunno who this guy is but if he's really "very disappointed" i'm not sure he knows very much about screens. i'm sure it's just ragebait  JimNastics Member Jan 11, 2018 1,607 345 said: 'm sure it's just ragebait Click to expand... Click to shrink... No way!! :D You could tell just from the thumbnail.  Aleh Member Oct 27, 2017 20,238 "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is.   cw_sasuke Member Oct 27, 2017 30,321 Milk said: It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers. Click to expand... Click to shrink... Seems to be on par what you would get with an LCD. The OG Switch 1 has a bad LCD Screen, the OG Steam Deck has an even worse.....this video is making it seem like Switch 2 Screen is as bad as these screens or even worse. When it seems to be quite solid for an LCD, but in certain areas it can compete with an OLED.  Alex840 Member Oct 31, 2017 5,373 And yet most of the games media doing previews have been like "oh I can barely tell the difference compared to the OLED". Am really sad they took a step back with this, how much more could an OLED screen have cost them?  Universal Acclaim Member Oct 5, 2024 2,482 SDR low brightness in a dark room then   Dranakin Member Oct 27, 2017 2,999 Ooof. Although, I will admit, I probably can't tell between good and bad sceens. I mean, I have the Ayaneo Pocket DMG and everyone says it's an amazing screen. It looks normal to me? Alex840 said: Am really sad they took a step back with this, how much more could an OLED screen have cost them? Click to expand... Click to shrink... An OLED 120hz? The Odin 2 Portal has one, but I don't have a sense of the component cost.  Kabuki Waq Member Oct 26, 2017 6,034 The screen is a pretty big downgrade from oled but a huge upgrade from the OG. I really miss the perfect blacks. MKW is gorgeous but would have looked so much better on an oled screen  Harmen Member Aug 30, 2023 1,462 The HDR and lifted black should not come as a surprise. But the video doesn't really analyze why it would be below average for an LCD screen? Colours? Pixel response time? For example the original Switch 1 LCD look reaaally bad to me these days, but my Steam Deck LCD screenlooks good to me outside of raised blacks in dark scenes.   nogoodnamesleft Member Oct 25, 2017 8,605 Yep. I fucking knew it. Knew it was going to be trash. LCD is trash as a standardWill wait for oled version.  cw_sasuke Member Oct 27, 2017 30,321 Aleh said: "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is. Click to expand... Click to shrink... Focus of the whole channel is HDR. Dude is likely just used to comparing HDR content on very expensive OLED Screens. So HDR bad = everything trash for him. Something that won't be the case for 99% of users out there. Its the single voter issue again, disregarding everything else because of one focus point and expecting every one to feel the same way about it.  Serif Member Oct 31, 2024 410 Alex840 said: Am really sad they took a step back with this, how much more could an OLED screen have cost them? Click to expand... Click to shrink... An OLED 1080p HDR VRR 120 Hz screen does not sound like it would be cost-effective. It makes sense to establish baseline specs like 120 Hz support for developers to target and upgrade to OLED in the future instead of trying to add 120 Hz support later on.  fourfourfun Member Oct 27, 2017 9,149 England Aleh said: "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is. Click to expand... Click to shrink... If you're an enthusiast display platform, you're going to be benchmarking against the absolute best. So comparatively it could not be as good. Obviously it doesn't take into account what the entire platform delivers as a whole and the price it was trying to hit. It's a rather zoomed in look at just one thing.  RailWays One Winged Slayer Avenger Oct 25, 2017 18,449 Still sounds like an upgrade from the launch Switch LCD, though those nits are pretty low   Koklusz Member Oct 27, 2017 3,971 blueredandgold said: Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please? Click to expand... Click to shrink... The screen is bad, and the native HDR implementation in the games he tested is shoddy.   NoSpin Member Nov 1, 2017 83 Milk said: It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers. Click to expand... Click to shrink... I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games.  Wasp Member Oct 29, 2017 351 It's a shame they couldn't release an OLED SKU at launch. I would have happily paid an extra for an OLED model and I'm sure many are the same. I know I'll be keeping my box in pristine condition to get maximum value when I trade the console in for a Switch 2 OLED in hopefully a few years.  Last edited: 51 minutes ago pswii60 Member Oct 27, 2017 28,932 The Milky Way This means that for handheld purposes, Switch 2 is actually a downgrade on Switch 1 OLED, for any games that aren't taking advantage of the additional power/resolution. So basically, you might want to hold on to your Switch 1 OLED for all your pixel art indies, and any games not getting a patch/upgrade.  Shadow One Winged Slayer Member Oct 28, 2017 4,837 Kinda what I expected. Being LCD with HDR especially on portable device at that is never a good combo. I'll just play on my OLED TV when I want to get the full experience, which again, is what I expected. I hope it's a bit usable outside at least. I was hoping closer to 600 nits for that alone, as the Deck OLED is JUST usable on a sunny day. But you can't have everything I guess.  UnderJollyRoger Member Jun 16, 2023 648 Germany The screen is also my biggest concern of the unit. The og switch has an absolutely atrocious screen and LCDs just dont cut it anymore for me. The low nits will make it again pretty difficult to properly play outside. I am commuting a lot and sitting on a train with a bit of sun outside was already too much for the og switch. Here is hoping that an OLED variant will come earlier this time.  Milk Prophet of Truth Avenger Oct 25, 2017 4,301 NoSpin said: I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games. Click to expand... Click to shrink... You're implying being critical means you're not also enjoying the video games. I'm critical of tons of my favorite games. I'm still having a fun time with the games 🤷  HandsomeCharles Member Oct 26, 2017 4,717 Disappointing to hear, but as someone who thinks his OG switch's screen is fine, I'm sure it won't really bother me.   OP OP Sangral Powered by Friendship™ Member Feb 17, 2022 8,649 blueredandgold said: Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please? Click to expand... Click to shrink... I'm trying to add some bullet points to the OT.  Ghost Slayer Member Oct 30, 2017 1,433 is it like PS Portal LCD screen? Because I think the Portal LCD screen is really good   Decarb Member Oct 27, 2017 9,280 pswii60 said: This means that for handheld purposes, Switch 2 is actually a downgrade on Switch 1 OLED, for any games that aren't taking advantage of the additional power/resolution. So basically, you might want to hold on to your Switch 1 OLED for all your pixel art indies, and any games not getting a patch/upgrade. Click to expand... Click to shrink... Oh I don't think there's any doubt from pure IQ perspective its a downgrade from Switch 1 OLED. Even without HDR support at max brightness that screen pops like nothing else.   Maximo Member Oct 25, 2017 11,041 NoSpin said: I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games. Click to expand... Click to shrink... This is a silly comparison since he's not reviewing a screen from 1996 when it first came out, screen technology has exploded since the first iPhone, seems like a needless jab.  Melhadf Member Dec 25, 2017 2,528 My understanding is that 400nits is the minimum for HDR. So it's technically HDR, but usually dismissed by purists as not "real HDR" such as this vid with his HDR10 testing. So it's a definite improvement over SDR content, but Nintendo then used an LCD instead of OLED so it most likely looks worse than the OLED switch. Feels like Nintendo is using minimum HDR as a crutch to cheap out on the screen and people are saying it's not "TRUE HDR" even though it's completely within spec.  vegtro Member Oct 25, 2017 808 Aleh said: "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is. Click to expand... Click to shrink... When I first booted the Switch 2, I wanted to believe the screen will be ok from the news. Nope, the screen pretty much is pretty bad compared to OLED.   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,148 EU A bit of a shame, meh NoSpin said: As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :) Click to expand... Click to shrink... Yes indeed, this dude is set on a mission to personally ruin your experience, and he's now crying in a corner knowing that he failed.   fourfourfun Member Oct 27, 2017 9,149 England Shadow said: But you can't have everything I guess. Click to expand... Click to shrink... I think that's the thing, they went for resolution and VRR as a priority. I'm sure I also read on here a while ago that it also centres around the availability of appropriate screens. OLED only became viable after a certain point.  Pargon Member Oct 27, 2017 14,110 I thought I had appropriately-low expectations, but I was thinking it would be a 600 nit 1800:1 panel. Not 450 nits and 900:1. The only thing "HDR" about it is probably that content will be authored to make use of a wider color gamut.  #gamingtech #nintendo #switch #very #poor
    WWW.RESETERA.COM
    [GamingTech] Nintendo Switch 2 - A Very Poor LCD Display / No Real HDR Support / 450 Nits Max / Raised Blacks / Tested On Display And In Docking Mode
    Sangral Powered by Friendship™ Member Feb 17, 2022 8,649 From one of the biggest and most dedicated HDR analysis channels out there. Thought that's a big enough topic on its own, because of the analysis, for a separate thread. View: https://www.youtube.com/watch?v=N637VB4FYxg 450 nits maximum peak brightness (personal comparison, Switch OLED without any HDR has 340 nits, an LG C2 TV in HDR has 800 nits, Steam Deck OLED screen has 1000 nits, Samsung Galaxy S24 Ultra 2600 nits.) Games like Zelda Breath of the Wild have raised blacks even in Docked HDR gameplay with a raised black level floor and the game looking washed out HDR docked can be good if games are optimized for it like Cyberpunk, which he refers to being exactly like on PS5 and PC, HDR wise or Fast Fusion as one of the rare games that actually have a good black level floor in HDR   Last edited: 39 minutes ago blueredandgold Member Oct 25, 2017 8,739 Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please?   gabdeg Member Oct 26, 2017 7,420 🐝 Sadly what I expected since the moment we learned it was edge-lit LCD. Would've at least expected nigher peak nits though.   Kouriozan Member Oct 25, 2017 25,072 A shame, because Switch 2 is like the first time I'll see HDR, as my old TV isn't compatible :/   Paper Cheese Member Oct 9, 2019 558 I've got to assume this is the sort of thing that most of us hi-fi tech illiterate lot won't notice until they bring out a better screen model in a few years.   Fortinbras Member Oct 27, 2017 2,073 Well that sucks but it's Nintendo...did anyone expect anything different? I'm only going to use it docked so hopefully they can fix the HDR via update.  Universal Acclaim Member Oct 5, 2024 2,482 Not surprised, but not a big issue for me personally.   Antony Member Oct 25, 2017 4,054 Ahhh the obligatory Nintendo Crap Display (Before You Buy a Whole New Model to Get a Decent One) it's positively tradition at this point   Friendly Bear Member Jan 11, 2019 4,162 I Don’t Care Where (Just Far) Even with an edge lit LCD, I was expecting brighter highlights. A lot of the preview event coverage made it sound like the screen was insanely bright, and that's clearly not the case.   NoSpin Member Nov 1, 2017 83 As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :)   Mivey Member Oct 25, 2017 20,753 Paper Cheese said: I've got to assume this is the sort of thing that most of us hi-fi tech illiterate lot won't notice until they bring out a better screen model in a few years. Click to expand... Click to shrink... the raised blacks on dark content is pretty clear if you play in any kind of darker environment, if you have any kind of OLED screen to compare. Case in point, if you own a Switch 1 OLED, you'll notice the stark differences for certain kinds of content right away. OTOH, if you have been using a launch Switch 1 and never had any issues with how it looks, you'll be fine. Just make sure to stay away from OLED screen, lest you gain the ability to see the differences.   Decarb Member Oct 27, 2017 9,280 HDR on edge-lit LCD is kind of a scam anyway. Kouriozan said: A shame, because Switch 2 is like the first time I'll see HDR, as my old TV isn't compatible :/ Click to expand... Click to shrink... If you have a phone made in last couple of years you've probably seen HDR.   horkrux Member Oct 27, 2017 6,531 Well, kinda expected, so I'm not too bothered by it. Not like you can change it.   Maximo Member Oct 25, 2017 11,041 Nintendo saving that sweet sweet OLED for a refresh.   Buddy Member Oct 25, 2017 1,773 Germany I have mine in my hands right now.... don't know about HDR stuff too much but Mario Kart looks gorgeous on it.   DieH@rd Member Oct 26, 2017 12,083 Decarb said: HDR on edge-lit LCD is kind of a scam anyway. Click to expand... Click to shrink... ^ this.   cw_sasuke Member Oct 27, 2017 30,321 Most of this stuff was clear from the Preview Events, at least DF talked about it. Didn't seem to bother a majority of people playing though. Was pretty much set when it wasn't going to be OLED.  John Frost Member Oct 27, 2017 9,658 Canada Well, that's disappointing..   Milk Prophet of Truth Avenger Oct 25, 2017 4,301 NoSpin said: As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :) Click to expand... Click to shrink... It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers.   345 Member Oct 30, 2017 10,410 it's about as good as i was expecting. HDR on an LCD basically means "we're actually going to tune content for the screen's color gamut", and it does the job on that level. mario kart does look punchier and more vibrant than it would in SDR while obviously not offering the same contrast as an OLED. dunno who this guy is but if he's really "very disappointed" i'm not sure he knows very much about screens. i'm sure it's just ragebait  JimNastics Member Jan 11, 2018 1,607 345 said: 'm sure it's just ragebait Click to expand... Click to shrink... No way!! :D You could tell just from the thumbnail.  Aleh Member Oct 27, 2017 20,238 "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is.   cw_sasuke Member Oct 27, 2017 30,321 Milk said: It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers. Click to expand... Click to shrink... Seems to be on par what you would get with an LCD. The OG Switch 1 has a bad LCD Screen, the OG Steam Deck has an even worse.....this video is making it seem like Switch 2 Screen is as bad as these screens or even worse. When it seems to be quite solid for an LCD, but in certain areas it can compete with an OLED.  Alex840 Member Oct 31, 2017 5,373 And yet most of the games media doing previews have been like "oh I can barely tell the difference compared to the OLED". Am really sad they took a step back with this, how much more could an OLED screen have cost them?  Universal Acclaim Member Oct 5, 2024 2,482 SDR low brightness in a dark room then   Dranakin Member Oct 27, 2017 2,999 Ooof. Although, I will admit, I probably can't tell between good and bad sceens. I mean, I have the Ayaneo Pocket DMG and everyone says it's an amazing screen. It looks normal to me? Alex840 said: Am really sad they took a step back with this, how much more could an OLED screen have cost them? Click to expand... Click to shrink... An OLED 120hz? The Odin 2 Portal has one (smaller size and without VRR), but I don't have a sense of the component cost.  Kabuki Waq Member Oct 26, 2017 6,034 The screen is a pretty big downgrade from oled but a huge upgrade from the OG. I really miss the perfect blacks. MKW is gorgeous but would have looked so much better on an oled screen  Harmen Member Aug 30, 2023 1,462 The HDR and lifted black should not come as a surprise. But the video doesn't really analyze why it would be below average for an LCD screen? Colours? Pixel response time? For example the original Switch 1 LCD look reaaally bad to me these days, but my Steam Deck LCD screen (similar resolution) looks good to me outside of raised blacks in dark scenes (which I do get used to).   nogoodnamesleft Member Oct 25, 2017 8,605 Yep. I fucking knew it. Knew it was going to be trash. LCD is trash as a standard (yes miniled included with its trash ass pixel response time) Will wait for oled version.  cw_sasuke Member Oct 27, 2017 30,321 Aleh said: "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is. Click to expand... Click to shrink... Focus of the whole channel is HDR. Dude is likely just used to comparing HDR content on very expensive OLED Screens. So HDR bad = everything trash for him. Something that won't be the case for 99% of users out there. Its the single voter issue again, disregarding everything else because of one focus point and expecting every one to feel the same way about it.  Serif Member Oct 31, 2024 410 Alex840 said: Am really sad they took a step back with this, how much more could an OLED screen have cost them? Click to expand... Click to shrink... An OLED 1080p HDR VRR 120 Hz screen does not sound like it would be cost-effective. It makes sense to establish baseline specs like 120 Hz support for developers to target and upgrade to OLED in the future instead of trying to add 120 Hz support later on.  fourfourfun Member Oct 27, 2017 9,149 England Aleh said: "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is. Click to expand... Click to shrink... If you're an enthusiast display platform, you're going to be benchmarking against the absolute best. So comparatively it could not be as good. Obviously it doesn't take into account what the entire platform delivers as a whole and the price it was trying to hit. It's a rather zoomed in look at just one thing.  RailWays One Winged Slayer Avenger Oct 25, 2017 18,449 Still sounds like an upgrade from the launch Switch LCD, though those nits are pretty low   Koklusz Member Oct 27, 2017 3,971 blueredandgold said: Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please? Click to expand... Click to shrink... The screen is bad, and the native HDR implementation in the games he tested is shoddy.   NoSpin Member Nov 1, 2017 83 Milk said: It's not a personal attack on you. Pointing out objective shortcomings about the technology is a good thing for consumers. Click to expand... Click to shrink... I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games.  Wasp Member Oct 29, 2017 351 It's a shame they couldn't release an OLED SKU at launch. I would have happily paid an extra $100 for an OLED model and I'm sure many are the same. I know I'll be keeping my box in pristine condition to get maximum value when I trade the console in for a Switch 2 OLED in hopefully a few years.  Last edited: 51 minutes ago pswii60 Member Oct 27, 2017 28,932 The Milky Way This means that for handheld purposes, Switch 2 is actually a downgrade on Switch 1 OLED, for any games that aren't taking advantage of the additional power/resolution. So basically, you might want to hold on to your Switch 1 OLED for all your pixel art indies, and any games not getting a patch/upgrade.  Shadow One Winged Slayer Member Oct 28, 2017 4,837 Kinda what I expected. Being LCD with HDR especially on portable device at that is never a good combo. I'll just play on my OLED TV when I want to get the full experience, which again, is what I expected. I hope it's a bit usable outside at least. I was hoping closer to 600 nits for that alone, as the Deck OLED is JUST usable on a sunny day. But you can't have everything I guess.  UnderJollyRoger Member Jun 16, 2023 648 Germany The screen is also my biggest concern of the unit. The og switch has an absolutely atrocious screen and LCDs just dont cut it anymore for me. The low nits will make it again pretty difficult to properly play outside. I am commuting a lot and sitting on a train with a bit of sun outside was already too much for the og switch. Here is hoping that an OLED variant will come earlier this time.  Milk Prophet of Truth Avenger Oct 25, 2017 4,301 NoSpin said: I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games. Click to expand... Click to shrink... You're implying being critical means you're not also enjoying the video games. I'm critical of tons of my favorite games. I'm still having a fun time with the games 🤷  HandsomeCharles Member Oct 26, 2017 4,717 Disappointing to hear, but as someone who thinks his OG switch's screen is fine, I'm sure it won't really bother me.   OP OP Sangral Powered by Friendship™ Member Feb 17, 2022 8,649 blueredandgold said: Could you please translate for those of us who haven't been able to watch or digest after we saw this posted in the other thread please? Click to expand... Click to shrink... I'm trying to add some bullet points to the OT.  Ghost Slayer Member Oct 30, 2017 1,433 is it like PS Portal LCD screen? Because I think the Portal LCD screen is really good   Decarb Member Oct 27, 2017 9,280 pswii60 said: This means that for handheld purposes, Switch 2 is actually a downgrade on Switch 1 OLED, for any games that aren't taking advantage of the additional power/resolution. So basically, you might want to hold on to your Switch 1 OLED for all your pixel art indies, and any games not getting a patch/upgrade. Click to expand... Click to shrink... Oh I don't think there's any doubt from pure IQ perspective its a downgrade from Switch 1 OLED. Even without HDR support at max brightness that screen pops like nothing else.   Maximo Member Oct 25, 2017 11,041 NoSpin said: I didn't see it as a personal attack, I just imagined him reviewing the Game Boy Pocket or the OG DS screes and how disappointed he would have been, whilst we were all busy enjoying video games. Click to expand... Click to shrink... This is a silly comparison since he's not reviewing a screen from 1996 when it first came out, screen technology has exploded since the first iPhone, seems like a needless jab.  Melhadf Member Dec 25, 2017 2,528 My understanding is that 400nits is the minimum for HDR. So it's technically HDR, but usually dismissed by purists as not "real HDR" such as this vid with his HDR10 testing (1000nits standard). So it's a definite improvement over SDR content, but Nintendo then used an LCD instead of OLED so it most likely looks worse than the OLED switch. Feels like Nintendo is using minimum HDR as a crutch to cheap out on the screen and people are saying it's not "TRUE HDR" even though it's completely within spec.  vegtro Member Oct 25, 2017 808 Aleh said: "crap display" is a huge exaggeration. Everyone who has actually seen it in person says it looks really good, HDR isn't everything, however disappointing that is. Click to expand... Click to shrink... When I first booted the Switch 2, I wanted to believe the screen will be ok from the news. Nope, the screen pretty much is pretty bad compared to OLED.   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,148 EU A bit of a shame, meh NoSpin said: As so often with gaming, I am relieved to have this person to tell me the thing I am enjoying looking at is bad actually. :) Click to expand... Click to shrink... Yes indeed, this dude is set on a mission to personally ruin your experience, and he's now crying in a corner knowing that he failed.   fourfourfun Member Oct 27, 2017 9,149 England Shadow said: But you can't have everything I guess. Click to expand... Click to shrink... I think that's the thing, they went for resolution and VRR as a priority. I'm sure I also read on here a while ago that it also centres around the availability of appropriate screens. OLED only became viable after a certain point.  Pargon Member Oct 27, 2017 14,110 I thought I had appropriately-low expectations, but I was thinking it would be a 600 nit 1800:1 panel. Not 450 nits and 900:1. The only thing "HDR" about it is probably that content will be authored to make use of a wider color gamut. 
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  • Final Fantasy Tactics: The Ivalice Chronicles announced, releasing September 30 on PC, PS4, PS5, Switch, Switch 2 and Xbox Series X|S

    --R
    Being sued right now, please help me find a lawyer
    Member

    Oct 25, 2017

    15,715

     

    Last edited: Yesterday at 7:38 PM

    Lukar
    Unshakable Resolve - Prophet of Truth
    Member

    Oct 27, 2017

    28,593

    Includes two modes: one that's similar to the original release, and a new one that features additional content, updated UI, and more.

    EDIT: Confirmed for PS4, PS5, Xbox Series X|S, Switch, Switch 2, and PC via Steam.

    SQUARE ENIX | The Official SQUARE ENIX Website

    Welcome to the official SQUARE ENIX website. Find all the latest news and updates about your favourite games and upcoming releases.

    www.square-enix-games.com

     

    Last edited: Yesterday at 6:06 PM

    Transistor
    The Walnut King
    Administrator

    Oct 25, 2017

    41,807

    Washington, D.C.

    SCREAMING!!!!
     

    MidasTouch
    Member

    Dec 29, 2023

    1,363

    In CBU3 we trust.
     

    Stef
    Member

    Oct 28, 2017

    7,838

    Rome, Italy, Planet Earth

    We waited all those years for this?
     

    Milennia
    Prophet of Truth - Community Resetter
    Member

    Oct 25, 2017

    19,814

    Florida

    WE FUCKING DID IT
     

    MrDaravon
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    Oct 25, 2017

    2,120

    THE THUNDER GOD RETURNS

    ASHHH;KLASDHFK;LASJNFD;LAND 

    Lobster Roll
    signature-less, now and forever™
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    Sep 24, 2019

    40,513

    Everybody pile in. Final Fantasy Tactics is BACK.
     

    mrmickfran
    The Fallen

    Oct 27, 2017

    33,444

    Gongaga

    FUCK YESSS

    Now to wait for FFIX remake 

    BPHusker
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    Oct 26, 2017

    2,313

    Nebraska

    Is it going to have a physical version?
     

    Taifun Devilry
    Member

    Sep 3, 2020

    42

    FINALLY
     

    TheZynster
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    Oct 26, 2017

    14,836

    thats a remaster not a remake lol

    but still cool 

    Techno
    Powered by Friendship™
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    Oct 27, 2017

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    On my birthday!!
     

    Wilsongt
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    YOSHIP YOU MAGNIFICENT BASTARD!
     

    OrangeNova
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    Oct 30, 2017

    14,865

    Canada

    I am losing my mind, I cannot wait
     

    ap_2
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    Jan 23, 2021

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    I need more pls now pls more now pls
     

    DrFunk
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    Oct 25, 2017

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    Hey, that's my birthday
     

    Figgy
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    Nov 1, 2024

    1,857

    --R said:

    Perfection. 

    Kazer
    "This guy are sick"
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    Oct 27, 2017

    3,123

    Fucking FINALLY!
     

    Glio
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    Oct 27, 2017

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    Final Fantasy Tactics is one of my favorite games... but I'm not particularly convinced by the remaster they've done. It looks very... flat.
     

    Richietto
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    Oct 25, 2017

    26,220

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    GIVE IT TO ME
     

    Delaney
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    Oct 25, 2017

    3,971

    Are y'all happy now
     

    Sasliquid
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    Oct 25, 2017

    4,700

    Big fan of including the older version as well
     

    DidactBRHU3
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    Oct 17, 2019

    4,517

    Fortaleza - Ceará

    I know this is big news but that's it?
     

    Skoje
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    Oct 26, 2017

    1,887

    OH SHIT
     

    Geg
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    Oct 25, 2017

    6,638

    The two versions thing is cool
     

    Tagovailoa
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    Feb 5, 2023

    1,677

    I am intrigued
     

    thetrin
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    Oct 26, 2017

    10,918

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    LET'S FUCKING GOOOOOOOOO
     

    GillianSeed79
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    Oct 27, 2017

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    God is real. Yessssssssssssss!
     

    ravn0s
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    Is it a Playstation exclusive?
     

    BlackJace
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    No bullshit this is the best announcement in ages
     

    Megaten
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    Oct 30, 2017

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    Fiiiiiiinally this got announced! Awesome to include the original version in as well.
     

    BY2K
    Membero Americo
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    Oct 25, 2017

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    Québec, Canada

    Wait, is it more than just the first game or did I misunderstand?
     

    Kain
    Unshakable Resolve - One Winged Slayer
    The Fallen

    Oct 27, 2017

    9,125

    Ok yes, yes yes yes yes yes yes yes

    I'm so fucking in

    Both versions

    I want to see the additions

    Aaaaaaaaaa 

    ClearMetal
    Hey, it's that sheep!
    Member

    Oct 25, 2017

    19,077

    the Netherlands

    Hyped for this. Couldn't get into War of the Lions, but I was way younger back then.

    I will probably stick with Classic, though. Not a big fan of how smoothed over everything in the the enhanced version looks. 

    Yoshimitsu126
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    Nov 11, 2017

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    Oh so that's what those sprite characters are from. Seen them a lot back in the 2000s I feel.
     

    aerie
    be choatic good
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    Oct 25, 2017

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    Fantastic, and super glad we've getting two versions like that.
     

    Burt
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    Oct 28, 2017

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    really had me excited for the first 8 or so seconds 

    Wiserus
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    Yes, yes, yes yes, yeessss. I just wished for a PC version as well, but fuck that. I'll double dip when it comes out.
     

    BobLoblaw
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    Thought it would be a remake. :( Interested in the new mode with the VO turned to zero.
     

    Stef
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    Rome, Italy, Planet Earth

    Glio said:

    Final Fantasy Tactics is one of my favorite games... but I'm not particularly convinced by the remaster they've done. It looks very... flat.

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

    This.

    Played on PlayStation and again on PSP.

    Not interested in this at all. 

    kakteen
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    Apr 9, 2024

    1,036

    FUCKING FINALLY! I even bought this on my phone, because I thought this will never happen
     

    Jolliwasp
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    Apr 13, 2024

    92

    Ported HD Mobile graphics with voice acting, as expected...
     

    Bear
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    Oct 25, 2017

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    Hellllllllll yessssssss
     

    Quinton
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    Oct 25, 2017

    23,173

    Midgar, With Love

    Hell yeah
     

    Plinkerton
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    Nov 4, 2017

    7,493

    I've never played this game before. Excited to play it on Switch 2!
     

    Makoto Yuki
    ▲ Legend ▲
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    Oct 25, 2017

    5,284

    FUCK YES!!!!
     

    7thFloor
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    Oct 27, 2017

    7,377

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    Gonna be honest I'm pretty disappointed, at least it has a classic mode
     

    OhhEldenRing
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    Aug 14, 2024

    2,980

    Finally
     

    Toth
    Member

    Oct 26, 2017

    5,591

    I'm psyched but it doesn't look that much better tbh
     
    #final #fantasy #tactics #ivalice #chronicles
    Final Fantasy Tactics: The Ivalice Chronicles announced, releasing September 30 on PC, PS4, PS5, Switch, Switch 2 and Xbox Series X|S
    --R Being sued right now, please help me find a lawyer Member Oct 25, 2017 15,715   Last edited: Yesterday at 7:38 PM Lukar Unshakable Resolve - Prophet of Truth Member Oct 27, 2017 28,593 Includes two modes: one that's similar to the original release, and a new one that features additional content, updated UI, and more. EDIT: Confirmed for PS4, PS5, Xbox Series X|S, Switch, Switch 2, and PC via Steam. SQUARE ENIX | The Official SQUARE ENIX Website Welcome to the official SQUARE ENIX website. Find all the latest news and updates about your favourite games and upcoming releases. www.square-enix-games.com   Last edited: Yesterday at 6:06 PM Transistor The Walnut King Administrator Oct 25, 2017 41,807 Washington, D.C. SCREAMING!!!!   MidasTouch Member Dec 29, 2023 1,363 In CBU3 we trust.   Stef Member Oct 28, 2017 7,838 Rome, Italy, Planet Earth We waited all those years for this?   Milennia Prophet of Truth - Community Resetter Member Oct 25, 2017 19,814 Florida WE FUCKING DID IT   MrDaravon Member Oct 25, 2017 2,120 THE THUNDER GOD RETURNS ASHHH;KLASDHFK;LASJNFD;LAND  Lobster Roll signature-less, now and forever™ Member Sep 24, 2019 40,513 Everybody pile in. Final Fantasy Tactics is BACK.   mrmickfran The Fallen Oct 27, 2017 33,444 Gongaga FUCK YESSS Now to wait for FFIX remake  BPHusker Member Oct 26, 2017 2,313 Nebraska Is it going to have a physical version?   Taifun Devilry Member Sep 3, 2020 42 FINALLY   TheZynster Member Oct 26, 2017 14,836 thats a remaster not a remake lol but still cool  Techno Powered by Friendship™ The Fallen Oct 27, 2017 6,861 On my birthday!!   Wilsongt Member Oct 25, 2017 19,483 YOSHIP YOU MAGNIFICENT BASTARD!   OrangeNova Member Oct 30, 2017 14,865 Canada I am losing my mind, I cannot wait   ap_2 Member Jan 23, 2021 1,898 I need more pls now pls more now pls   DrFunk Member Oct 25, 2017 14,933 Hey, that's my birthday   Figgy Member Nov 1, 2024 1,857 --R said: Perfection.  Kazer "This guy are sick" Member Oct 27, 2017 3,123 Fucking FINALLY!   Glio Member Oct 27, 2017 27,964 Spain Final Fantasy Tactics is one of my favorite games... but I'm not particularly convinced by the remaster they've done. It looks very... flat.   Richietto One Winged Slayer Member Oct 25, 2017 26,220 North Carolina GIVE IT TO ME   Delaney Member Oct 25, 2017 3,971 Are y'all happy now   Sasliquid Member Oct 25, 2017 4,700 Big fan of including the older version as well   DidactBRHU3 Member Oct 17, 2019 4,517 Fortaleza - Ceará I know this is big news but that's it?   Skoje Member Oct 26, 2017 1,887 OH SHIT   Geg Member Oct 25, 2017 6,638 The two versions thing is cool   Tagovailoa Member Feb 5, 2023 1,677 I am intrigued   thetrin Member Oct 26, 2017 10,918 Grand Junction, CO LET'S FUCKING GOOOOOOOOO   GillianSeed79 Member Oct 27, 2017 3,076 God is real. Yessssssssssssss!   ravn0s "This guy are sick" Member Oct 29, 2017 2,065 Is it a Playstation exclusive?   BlackJace The Fallen Oct 27, 2017 5,900 No bullshit this is the best announcement in ages   Megaten Member Oct 30, 2017 245 Fiiiiiiinally this got announced! Awesome to include the original version in as well.   BY2K Membero Americo The Fallen Oct 25, 2017 5,071 Québec, Canada Wait, is it more than just the first game or did I misunderstand?   Kain Unshakable Resolve - One Winged Slayer The Fallen Oct 27, 2017 9,125 Ok yes, yes yes yes yes yes yes yes I'm so fucking in Both versions I want to see the additions Aaaaaaaaaa  ClearMetal Hey, it's that sheep! Member Oct 25, 2017 19,077 the Netherlands Hyped for this. Couldn't get into War of the Lions, but I was way younger back then. I will probably stick with Classic, though. Not a big fan of how smoothed over everything in the the enhanced version looks.  Yoshimitsu126 The Fallen Nov 11, 2017 17,620 United States Oh so that's what those sprite characters are from. Seen them a lot back in the 2000s I feel.   aerie be choatic good Administrator Oct 25, 2017 8,908 Fantastic, and super glad we've getting two versions like that.   Burt Fight Sephiroth or end video games Member Oct 28, 2017 9,720 really had me excited for the first 8 or so seconds  Wiserus ▲ Legend ▲ Member Oct 26, 2017 3,877 Canada Yes, yes, yes yes, yeessss. I just wished for a PC version as well, but fuck that. I'll double dip when it comes out.   BobLoblaw This Guy Helps Member Oct 27, 2017 8,882 Thought it would be a remake. :( Interested in the new mode with the VO turned to zero.   Stef Member Oct 28, 2017 7,838 Rome, Italy, Planet Earth Glio said: Final Fantasy Tactics is one of my favorite games... but I'm not particularly convinced by the remaster they've done. It looks very... flat. Click to expand... Click to shrink... This. Played on PlayStation and again on PSP. Not interested in this at all.  kakteen Member Apr 9, 2024 1,036 FUCKING FINALLY! I even bought this on my phone, because I thought this will never happen   Jolliwasp Member Apr 13, 2024 92 Ported HD Mobile graphics with voice acting, as expected...   Bear Member Oct 25, 2017 12,344 Hellllllllll yessssssss   Quinton Verified Oct 25, 2017 23,173 Midgar, With Love Hell yeah   Plinkerton Member Nov 4, 2017 7,493 I've never played this game before. Excited to play it on Switch 2!   Makoto Yuki ▲ Legend ▲ Member Oct 25, 2017 5,284 FUCK YES!!!!   7thFloor Member Oct 27, 2017 7,377 U.S. Gonna be honest I'm pretty disappointed, at least it has a classic mode   OhhEldenRing Member Aug 14, 2024 2,980 Finally   Toth Member Oct 26, 2017 5,591 I'm psyched but it doesn't look that much better tbh   #final #fantasy #tactics #ivalice #chronicles
    WWW.RESETERA.COM
    Final Fantasy Tactics: The Ivalice Chronicles announced, releasing September 30 on PC, PS4, PS5, Switch, Switch 2 and Xbox Series X|S
    --R Being sued right now, please help me find a lawyer Member Oct 25, 2017 15,715   Last edited: Yesterday at 7:38 PM Lukar Unshakable Resolve - Prophet of Truth Member Oct 27, 2017 28,593 Includes two modes: one that's similar to the original release, and a new one that features additional content, updated UI, and more. EDIT: Confirmed for PS4, PS5, Xbox Series X|S, Switch, Switch 2, and PC via Steam. SQUARE ENIX | The Official SQUARE ENIX Website Welcome to the official SQUARE ENIX website. Find all the latest news and updates about your favourite games and upcoming releases. www.square-enix-games.com   Last edited: Yesterday at 6:06 PM Transistor The Walnut King Administrator Oct 25, 2017 41,807 Washington, D.C. SCREAMING!!!!   MidasTouch Member Dec 29, 2023 1,363 In CBU3 we trust.   Stef Member Oct 28, 2017 7,838 Rome, Italy, Planet Earth We waited all those years for this?   Milennia Prophet of Truth - Community Resetter Member Oct 25, 2017 19,814 Florida WE FUCKING DID IT   MrDaravon Member Oct 25, 2017 2,120 THE THUNDER GOD RETURNS ASHHH;KLASDHFK;LASJNFD;LAND  Lobster Roll signature-less, now and forever™ Member Sep 24, 2019 40,513 Everybody pile in. Final Fantasy Tactics is BACK.   mrmickfran The Fallen Oct 27, 2017 33,444 Gongaga FUCK YESSS Now to wait for FFIX remake  BPHusker Member Oct 26, 2017 2,313 Nebraska Is it going to have a physical version?   Taifun Devilry Member Sep 3, 2020 42 FINALLY   TheZynster Member Oct 26, 2017 14,836 thats a remaster not a remake lol but still cool  Techno Powered by Friendship™ The Fallen Oct 27, 2017 6,861 On my birthday!!   Wilsongt Member Oct 25, 2017 19,483 YOSHIP YOU MAGNIFICENT BASTARD!   OrangeNova Member Oct 30, 2017 14,865 Canada I am losing my mind, I cannot wait   ap_2 Member Jan 23, 2021 1,898 I need more pls now pls more now pls   DrFunk Member Oct 25, 2017 14,933 Hey, that's my birthday   Figgy Member Nov 1, 2024 1,857 --R said: Perfection.  Kazer "This guy are sick" Member Oct 27, 2017 3,123 Fucking FINALLY!   Glio Member Oct 27, 2017 27,964 Spain Final Fantasy Tactics is one of my favorite games... but I'm not particularly convinced by the remaster they've done. It looks very... flat.   Richietto One Winged Slayer Member Oct 25, 2017 26,220 North Carolina GIVE IT TO ME   Delaney Member Oct 25, 2017 3,971 Are y'all happy now   Sasliquid Member Oct 25, 2017 4,700 Big fan of including the older version as well   DidactBRHU3 Member Oct 17, 2019 4,517 Fortaleza - Ceará I know this is big news but that's it?   Skoje Member Oct 26, 2017 1,887 OH SHIT   Geg Member Oct 25, 2017 6,638 The two versions thing is cool   Tagovailoa Member Feb 5, 2023 1,677 I am intrigued   thetrin Member Oct 26, 2017 10,918 Grand Junction, CO LET'S FUCKING GOOOOOOOOO   GillianSeed79 Member Oct 27, 2017 3,076 God is real. Yessssssssssssss!   ravn0s "This guy are sick" Member Oct 29, 2017 2,065 Is it a Playstation exclusive?   BlackJace The Fallen Oct 27, 2017 5,900 No bullshit this is the best announcement in ages   Megaten Member Oct 30, 2017 245 Fiiiiiiinally this got announced! Awesome to include the original version in as well.   BY2K Membero Americo The Fallen Oct 25, 2017 5,071 Québec, Canada Wait, is it more than just the first game or did I misunderstand?   Kain Unshakable Resolve - One Winged Slayer The Fallen Oct 27, 2017 9,125 Ok yes, yes yes yes yes yes yes yes I'm so fucking in Both versions I want to see the additions Aaaaaaaaaa  ClearMetal Hey, it's that sheep! Member Oct 25, 2017 19,077 the Netherlands Hyped for this. Couldn't get into War of the Lions, but I was way younger back then. I will probably stick with Classic, though. Not a big fan of how smoothed over everything in the the enhanced version looks.  Yoshimitsu126 The Fallen Nov 11, 2017 17,620 United States Oh so that's what those sprite characters are from. Seen them a lot back in the 2000s I feel.   aerie be choatic good Administrator Oct 25, 2017 8,908 Fantastic, and super glad we've getting two versions like that.   Burt Fight Sephiroth or end video games Member Oct 28, 2017 9,720 really had me excited for the first 8 or so seconds  Wiserus ▲ Legend ▲ Member Oct 26, 2017 3,877 Canada Yes, yes, yes yes, yeessss. I just wished for a PC version as well, but fuck that. I'll double dip when it comes out.   BobLoblaw This Guy Helps Member Oct 27, 2017 8,882 Thought it would be a remake. :( Interested in the new mode with the VO turned to zero.   Stef Member Oct 28, 2017 7,838 Rome, Italy, Planet Earth Glio said: Final Fantasy Tactics is one of my favorite games... but I'm not particularly convinced by the remaster they've done. It looks very... flat. Click to expand... Click to shrink... This. Played on PlayStation and again on PSP. Not interested in this at all.  kakteen Member Apr 9, 2024 1,036 FUCKING FINALLY! I even bought this on my phone, because I thought this will never happen   Jolliwasp Member Apr 13, 2024 92 Ported HD Mobile graphics with voice acting, as expected...   Bear Member Oct 25, 2017 12,344 Hellllllllll yessssssss   Quinton Verified Oct 25, 2017 23,173 Midgar, With Love Hell yeah   Plinkerton Member Nov 4, 2017 7,493 I've never played this game before. Excited to play it on Switch 2!   Makoto Yuki ▲ Legend ▲ Member Oct 25, 2017 5,284 FUCK YES!!!!   7thFloor Member Oct 27, 2017 7,377 U.S. Gonna be honest I'm pretty disappointed, at least it has a classic mode   OhhEldenRing Member Aug 14, 2024 2,980 Finally   Toth Member Oct 26, 2017 5,591 I'm psyched but it doesn't look that much better tbh  
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  • The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)

    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2.
    With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature.
    Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series?
    Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show.
    Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career. 
    Photograph by Liane Hentscher/HBO
    How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season?
    Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season.
    The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season?
    Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs.
    Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required.

    The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season?
    Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming.
    Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle. 
    What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic?
    Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences.
    Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover.
    Photograph by Liane Hentscher/HBO
    The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did?
    Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs.
    Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence. 

    Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects?
    Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours.
    Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot.
    Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation.
    The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles.
    We had over a hundred shots in episode 2 that required CG Infected horde.
    Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts.

    The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment?
    Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves. 
    The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters?
    Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence.
    During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it!
    When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule.

    Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force. 
    During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain. 

    Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance?
    Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves. 

    Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city?
    Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty.
    Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic?
    Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Maceled a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots.
    Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp
    it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston.
    Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game. 

    The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment?
    Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings.
    Photograph by Liane Hentscher/HBO
    The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects?
    Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal.
    When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement.
    Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth.
    Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?
    Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season!
    Photograph by Liane Hentscher/HBO
    Looking back on the project, what aspects of the visual effects are you most proud of?
    Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable.
    Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light. 
    How long have you worked on this show?
    Alex Wang // I’ve been on this season for nearly two years.
    Fiona Campbell Westgate // A little over one year; I joined the show in April 2024.
    What’s the VFX shots count?
    Alex Wang // We had just over 2,500 shots this Season.
    Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots.
    What is your next project?
    Fiona Campbell Westgate // Stay tuned…
    A big thanks for your time.
    WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website.
    © Vincent Frei – The Art of VFX – 2025
    #last #season #alex #wang #production
    The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)
    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2. With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature. Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series? Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show. Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career.  Photograph by Liane Hentscher/HBO How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season? Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season. The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season? Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs. Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required. The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season? Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming. Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle.  What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic? Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences. Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover. Photograph by Liane Hentscher/HBO The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did? Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs. Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence.  Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects? Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours. Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot. Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation. The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles. We had over a hundred shots in episode 2 that required CG Infected horde. Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts. The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment? Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves.  The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters? Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence. During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it! When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule. Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force.  During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain.  Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance? Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves.  Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city? Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty. Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic? Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Maceled a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots. Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston. Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game.  The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment? Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings. Photograph by Liane Hentscher/HBO The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects? Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal. When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement. Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season! Photograph by Liane Hentscher/HBO Looking back on the project, what aspects of the visual effects are you most proud of? Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable. Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light.  How long have you worked on this show? Alex Wang // I’ve been on this season for nearly two years. Fiona Campbell Westgate // A little over one year; I joined the show in April 2024. What’s the VFX shots count? Alex Wang // We had just over 2,500 shots this Season. Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots. What is your next project? Fiona Campbell Westgate // Stay tuned… A big thanks for your time. WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website. © Vincent Frei – The Art of VFX – 2025 #last #season #alex #wang #production
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    The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)
    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2. With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature. Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series? Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show. Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career.  Photograph by Liane Hentscher/HBO How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season? Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season. The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season? Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs. Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required. The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season? Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming. Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle.  What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic? Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences. Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover. Photograph by Liane Hentscher/HBO The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did? Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs. Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence.  Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects? Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours. Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot. Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation. The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles. We had over a hundred shots in episode 2 that required CG Infected horde. Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts. The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment? Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves.  The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters? Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence. During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it! When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule. Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force.  During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain.  Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance? Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves.  Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city? Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty. Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic? Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Mace (DFX Supervisor) led a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots. Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston. Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game.  The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment? Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings. Photograph by Liane Hentscher/HBO The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects? Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal. When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement. Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season! Photograph by Liane Hentscher/HBO Looking back on the project, what aspects of the visual effects are you most proud of? Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable. Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light.  How long have you worked on this show? Alex Wang // I’ve been on this season for nearly two years. Fiona Campbell Westgate // A little over one year; I joined the show in April 2024. What’s the VFX shots count? Alex Wang // We had just over 2,500 shots this Season. Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots. What is your next project? Fiona Campbell Westgate // Stay tuned… A big thanks for your time. WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website. © Vincent Frei – The Art of VFX – 2025
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  • Yakuza 0 Director’s Cut Voice Actors Say New Cutscenes Are “Refreshing”, Bring “Closure”

    Yakuza 0 Director’s Cut, coming to the Nintendo Switch 2 alongside the console’s launch on June 5, will feature a host of new content. In a new video, voice actors from the game Takaya Kuroda, Hidenari Ugaki, Kazuhiro Nakaya, and Hitoshi Ozawaspoke about how the extra cutscenes in the Director’s Cut feel “refreshing” and bring “closure” to a few of the characters, according to Automaton Media.
    Ugaki, speaking about some of the new scenes, spoke about how the new cutscenes portrayed to him “how dearly Majima holds Makoto and how much he wants to protect her.” For context, a lot of Majima’s story throughout Yakuza 0 revolves around him trying to figure out why Makoto is in danger from the various yakuza families. Ugaki said that the new cutscenes from the Director’s Cut go further in exploring the relationship between Majima and Makoto.
    Ozawa similarly spoke about how the new scenes added to the game further explore the relationship between Kiryu and Kuze. “There are things Yakuza 0 mentioned but didn’t delve into very deeply – Kuze’s new lines gave me a sense of Oh, so that’s how things are between them,” he said. Kuze acts as an antagonist force for Kiryu throughout much of this storyline, which largely revolves around Kiryu trying to figure out the importance behind a vacant plot of land in Kamurocho.
    The new scenes in Yakuza 0 Director’s Cut also likely offer a better transition from the title’s end to the start of the next game in the timeline – Yakuza/Yakuza Kiwami. Whereas the story in Yakuza 0 primarily takes place in 1988, the next game in the timeline fast forwards to 1995, before then starting its story in earnest in the year 2005. Since Yakuza 0 is a prequel, it also gives us a lot more characterisation for several members of the game’s cast, including protagonist Kazuma Kiryu, as well as others like Akira Nishikiyama and Goro Majima.
    Alongside additions to the story through new cutscenes, Yakuza 0 Director’s Cut will also feature a new multiplayer mode dubbed Red Light Raid. The new mode allows players to take on waves of enemies after picking their character of choice from a vast roster that covers essentially the entirety of Yakuza 0.
    New trailers for Yakuza 0 Director’s Cut were released earlier this month, showcasing the new english voice acting – featuring Yong Yea as Kiryu and Matthew Mercer as Majima – as well as giving us a look at the main opening theme for the game. Check them out.
    Yakuza 0 was originally released back in 2015, and focuses on telling us two main stories: how Kiryu became known as the Dragon of Dojima, and how Majima because known as the Mad Dog of Shimano. Both stories also intersect at various points, with both Kiryu and Majima trying to figure out the secrets behind seemingly-mundane things, like a vacant plot of land and a blind girl.
    The most recent game in the franchise was Like a Dragon: Pirate Yakuza in Hawaii.
    #yakuza #directors #cut #voice #actors
    Yakuza 0 Director’s Cut Voice Actors Say New Cutscenes Are “Refreshing”, Bring “Closure”
    Yakuza 0 Director’s Cut, coming to the Nintendo Switch 2 alongside the console’s launch on June 5, will feature a host of new content. In a new video, voice actors from the game Takaya Kuroda, Hidenari Ugaki, Kazuhiro Nakaya, and Hitoshi Ozawaspoke about how the extra cutscenes in the Director’s Cut feel “refreshing” and bring “closure” to a few of the characters, according to Automaton Media. Ugaki, speaking about some of the new scenes, spoke about how the new cutscenes portrayed to him “how dearly Majima holds Makoto and how much he wants to protect her.” For context, a lot of Majima’s story throughout Yakuza 0 revolves around him trying to figure out why Makoto is in danger from the various yakuza families. Ugaki said that the new cutscenes from the Director’s Cut go further in exploring the relationship between Majima and Makoto. Ozawa similarly spoke about how the new scenes added to the game further explore the relationship between Kiryu and Kuze. “There are things Yakuza 0 mentioned but didn’t delve into very deeply – Kuze’s new lines gave me a sense of Oh, so that’s how things are between them,” he said. Kuze acts as an antagonist force for Kiryu throughout much of this storyline, which largely revolves around Kiryu trying to figure out the importance behind a vacant plot of land in Kamurocho. The new scenes in Yakuza 0 Director’s Cut also likely offer a better transition from the title’s end to the start of the next game in the timeline – Yakuza/Yakuza Kiwami. Whereas the story in Yakuza 0 primarily takes place in 1988, the next game in the timeline fast forwards to 1995, before then starting its story in earnest in the year 2005. Since Yakuza 0 is a prequel, it also gives us a lot more characterisation for several members of the game’s cast, including protagonist Kazuma Kiryu, as well as others like Akira Nishikiyama and Goro Majima. Alongside additions to the story through new cutscenes, Yakuza 0 Director’s Cut will also feature a new multiplayer mode dubbed Red Light Raid. The new mode allows players to take on waves of enemies after picking their character of choice from a vast roster that covers essentially the entirety of Yakuza 0. New trailers for Yakuza 0 Director’s Cut were released earlier this month, showcasing the new english voice acting – featuring Yong Yea as Kiryu and Matthew Mercer as Majima – as well as giving us a look at the main opening theme for the game. Check them out. Yakuza 0 was originally released back in 2015, and focuses on telling us two main stories: how Kiryu became known as the Dragon of Dojima, and how Majima because known as the Mad Dog of Shimano. Both stories also intersect at various points, with both Kiryu and Majima trying to figure out the secrets behind seemingly-mundane things, like a vacant plot of land and a blind girl. The most recent game in the franchise was Like a Dragon: Pirate Yakuza in Hawaii. #yakuza #directors #cut #voice #actors
    GAMINGBOLT.COM
    Yakuza 0 Director’s Cut Voice Actors Say New Cutscenes Are “Refreshing”, Bring “Closure”
    Yakuza 0 Director’s Cut, coming to the Nintendo Switch 2 alongside the console’s launch on June 5, will feature a host of new content. In a new video, voice actors from the game Takaya Kuroda (Kazuma Kiryu), Hidenari Ugaki (Goro Majima), Kazuhiro Nakaya (Akira Nishikiyama), and Hitoshi Ozawa (Daisaku Kuze) spoke about how the extra cutscenes in the Director’s Cut feel “refreshing” and bring “closure” to a few of the characters, according to Automaton Media. Ugaki, speaking about some of the new scenes, spoke about how the new cutscenes portrayed to him “how dearly Majima holds Makoto and how much he wants to protect her.” For context, a lot of Majima’s story throughout Yakuza 0 revolves around him trying to figure out why Makoto is in danger from the various yakuza families. Ugaki said that the new cutscenes from the Director’s Cut go further in exploring the relationship between Majima and Makoto. Ozawa similarly spoke about how the new scenes added to the game further explore the relationship between Kiryu and Kuze. “There are things Yakuza 0 mentioned but didn’t delve into very deeply – Kuze’s new lines gave me a sense of Oh, so that’s how things are between them,” he said. Kuze acts as an antagonist force for Kiryu throughout much of this storyline, which largely revolves around Kiryu trying to figure out the importance behind a vacant plot of land in Kamurocho. The new scenes in Yakuza 0 Director’s Cut also likely offer a better transition from the title’s end to the start of the next game in the timeline – Yakuza/Yakuza Kiwami. Whereas the story in Yakuza 0 primarily takes place in 1988, the next game in the timeline fast forwards to 1995, before then starting its story in earnest in the year 2005. Since Yakuza 0 is a prequel, it also gives us a lot more characterisation for several members of the game’s cast, including protagonist Kazuma Kiryu, as well as others like Akira Nishikiyama and Goro Majima. Alongside additions to the story through new cutscenes, Yakuza 0 Director’s Cut will also feature a new multiplayer mode dubbed Red Light Raid. The new mode allows players to take on waves of enemies after picking their character of choice from a vast roster that covers essentially the entirety of Yakuza 0. New trailers for Yakuza 0 Director’s Cut were released earlier this month, showcasing the new english voice acting – featuring Yong Yea as Kiryu and Matthew Mercer as Majima – as well as giving us a look at the main opening theme for the game. Check them out. Yakuza 0 was originally released back in 2015, and focuses on telling us two main stories: how Kiryu became known as the Dragon of Dojima, and how Majima because known as the Mad Dog of Shimano. Both stories also intersect at various points, with both Kiryu and Majima trying to figure out the secrets behind seemingly-mundane things, like a vacant plot of land and a blind girl. The most recent game in the franchise was Like a Dragon: Pirate Yakuza in Hawaii.
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  • This tiny piece of tech will change how you watch the Indy 500

    When you describe it in words, the Indianapolis 500 might seem like a boring watch: Cars go round and round an oval track 200 times, totaling 500 miles over the course of a few hours. But if you were a driver, you’d be having a hell of a different experience. Think screaming speeds of 230 miles per hour, pulling 4 Gs on corners, with one’s reflexes and split-second decisions drawing a thin line between victory and tragedy . . . over the course of a few hours.

    It’s a level of intensity that TV networks have been trying to bring viewers into for years with in-car cameras and things like driver radio communiques. It has been working. Last year, NBC—which covered the spectacle from 2019–2024—netted the most streams of the race ever and averaged 5.34 million total viewers, up from 4.9 million in 2023 and 4.8 million in 2022. This year marks FOX’s first time ever broadcasting it, and they likely want that trend to continue, so they’re throwing all the tech they have at it. And that includes the innovative, diminutive Driver’s Eye, dubbed the world’s smallest live broadcast camera, which brings fans directly into drivers’ helmetslike never before. For the first time in Indy 500 history, viewers will have a view of the race exactly as its stars see it from within their helmets—from dramatic passes and vehicle-quaking jousts to the very mechanics of how they operate their cars at such speeds.“Driver’s Eye brings the human factor,” says Alex Miotto Haristos, COO of Racing Force Group, which owns the tech. “It brings the struggle.”

    And it could bring the ratings, too—especially if it catches on in the series like it has in Formula 1.MORE THAN MEETS THE EYE

    The UK-born, Italy-raised Haristos is perhaps an unlikely creator of racing gear. He began his career in management consulting and later real estate before acquiring an electronics company and launching it as Zeronoise in 2018 with Stephane Cohen of Bell Racing Helmets. Haristos doesn’t come from a racing background, but rather dubs himself a business engineer who saw it as an opportunity. He says he quickly found himself falling down the rabbit hole into a passion project given the sheer challenging nature of the Driver’s Eye tech, which they began developing in 2019.

    Ray Harroun driving his Marmon Wasp, the first winner of the Indy Race in 1911.That challenge is very real when you’re working on a product meant to be inserted into a race-car driver’s most critical piece of safety gear, particularly in a sport where said driver’s head is sticking out of the car. Racing helmets are modern design marvels that evolved out of leather and cloth versions in the Indy 500’s early days to steel helmets in 1916. According to IndyCar, every driver has a primary and one or two backups, and they’re all custom-fit and produced per FIAstandards.The outer shell features ultralight carbon fiber; there’s a fireproof liner; a built-in airbag to assist in helmet removal without neck strain; numerous elements to ensure maximum aerodynamics in 200+ mph runs; and audio insulation so drivers can communicate with their teams over the roar of 33 engines on the track. 

    “Your job is to not alter any feature of the helmet,” Haristos says. “The helmet you don’t touch. You have to work with what you have, and you have to manage to integrate everything seamlessly. This is the trick.”The team set out to capture exactly what a driver was seeing on the racetrack, raw and unfiltered, shakes and all—and quickly understood that they couldn’t work on the outer surface of a helmet because it would be a safety issue. So they homed in on the side padding of the helmet that Haristos says is around a centimeter away from the eye, which, given the sensitive proximity, went through the FIA for approval, as well. The organization mandated a minuscule size and weight for the camera, so rather than starting with what image quality they wanted to achieve and so on, “We started working backwards. And in the beginning it was like, No, this is impossible.”

    Ultimately, the team had to break apart camera design as we know it—a single unit—and separate the internal systems to make it work. They stripped out everything they could for what needed to go in the helmet, and were left with a tiny sensor with the ability to capture high-res videoin the smallest of real estate. Today, that unit clocks in at 8.8 x 8.8 mm, and weighs less than a dime. Then, they moved the rest of the camera’s guts to the car itself. Which is also a feat, particularly in Indy racing, which involves older cars that are already stuffed to the max from additions over the years. 

    “You can’t do one thing without affecting another,” says Michael Davies, FOX EVP of field and technical management and operations. “There’s no change that you can make on a car that doesn’t fuck something else up. And I’m always reminded of something a very smart man said, which is that when you solve a problem, you inevitably create another one, but you must make sure that the problem you create is smaller than the one that you solved.”

    Haristos says that for Indy, they were told that the only available space was on the side of the car by the radiator—not an ideal spot, given the high temperature and so on. So they had to develop a custom housing that was more efficient and could operate at a higher temp while still fitting into the tightest of spaces. 

    Ultimately, from the helmet camera to the housing, it was crucial that the additions all felt seamless to the driver. 

    “Comfort in motorsport translates into confidence,” Haristos says. “Confidence translates into performance.”CROSSING THE POND

    Safety equipment manufacturer OMP Racing acquired Zeronoise in 2019—and they also acquired Bell, a major purveyor of helmets to Formula 1 and the Indy 500, with 23 of the 33 drivers donning its headwear for the latter.After they developed the first iteration of Driver’s Eye, the team got it into Formula E racing in 2020, and was able to finalize the development of the tech, testing it in Formula 1 in 2021—and giving race fanatics a new, visceral way to experience the sport. It gained ground, and in 2023 became mandatory in Formula 1.

    FOX tested Driver’s Eye in some NASCAR races that same year, and now on Sunday you’ll be able to watch the Indy 500 from the perspective of 2023/2024 winner Josef Newgarden, Scott Dixon, Alex Palou, Will Power, Marcus Ericsson and Felix Rosenqvist. 

    Josef NewgardenOf course, there’s more tech wizardry at play behind the scenes than merely hooking up a camera. The Driver’s Eye is mounted in a dark helmet with a massive underexposure—and the track is a massive overexposure. Drivers race with different filters and colors on their visors, which they can tear off in layers periodically throughout the race as they get dirty. Moreover, the Indy 500 is hours long, there are varying weather scenarios, the sun and shadows are moving, and everything is very much in a state of flux. Haristos says Driver’s Eye compensates for all of it, from white balance to the varying visor colors, with a mix of automatic and manual controls, making for a seamless sync with the rest of the program. 

    From a production standpoint, FOX’s Davies says that since the system allows for a view of drivers’ hands on the controls and exactly what they’re looking at in any given moment, it’s also a boon to race commentators, who have told him that’s it’s the most useful angle for them in being able to craft a narrative around what’s happening on the track. Moreover, he says the raw nature of the footage truly shows the athleticism at play on the part of the drivers, something that can get lost in traditional shots.

    “We can really cover the event from the inside out, instead of the outside in,” he says.

    And on top of that, he adds, it’s something sponsors like—and request. Thus a bevy of IndyCar racing’s household names. now driving with the cameras embedded in their helmets. 

    The Driver’s Eye is just one tiny tool in FOX’s arsenal, which seems designed to shock and awe—and plant a flag in their take on the race. For the first time, live drones will be deployed, including custom high-speed FPV drones; there are more than 100 cameras in play, 108 mics, 16 in-car cameras offering views of drivers’ faces and cockpits, and more.

    “We’re playing some pretty big hits here and looking forward to seeing how it enhances the big race,” Davies says. “You can see it in a completely different way—even if you’ve watched Indy for as long as it’s been on TV.”
    #this #tiny #piece #tech #will
    This tiny piece of tech will change how you watch the Indy 500
    When you describe it in words, the Indianapolis 500 might seem like a boring watch: Cars go round and round an oval track 200 times, totaling 500 miles over the course of a few hours. But if you were a driver, you’d be having a hell of a different experience. Think screaming speeds of 230 miles per hour, pulling 4 Gs on corners, with one’s reflexes and split-second decisions drawing a thin line between victory and tragedy . . . over the course of a few hours. It’s a level of intensity that TV networks have been trying to bring viewers into for years with in-car cameras and things like driver radio communiques. It has been working. Last year, NBC—which covered the spectacle from 2019–2024—netted the most streams of the race ever and averaged 5.34 million total viewers, up from 4.9 million in 2023 and 4.8 million in 2022. This year marks FOX’s first time ever broadcasting it, and they likely want that trend to continue, so they’re throwing all the tech they have at it. And that includes the innovative, diminutive Driver’s Eye, dubbed the world’s smallest live broadcast camera, which brings fans directly into drivers’ helmetslike never before. For the first time in Indy 500 history, viewers will have a view of the race exactly as its stars see it from within their helmets—from dramatic passes and vehicle-quaking jousts to the very mechanics of how they operate their cars at such speeds.“Driver’s Eye brings the human factor,” says Alex Miotto Haristos, COO of Racing Force Group, which owns the tech. “It brings the struggle.” And it could bring the ratings, too—especially if it catches on in the series like it has in Formula 1.MORE THAN MEETS THE EYE The UK-born, Italy-raised Haristos is perhaps an unlikely creator of racing gear. He began his career in management consulting and later real estate before acquiring an electronics company and launching it as Zeronoise in 2018 with Stephane Cohen of Bell Racing Helmets. Haristos doesn’t come from a racing background, but rather dubs himself a business engineer who saw it as an opportunity. He says he quickly found himself falling down the rabbit hole into a passion project given the sheer challenging nature of the Driver’s Eye tech, which they began developing in 2019. Ray Harroun driving his Marmon Wasp, the first winner of the Indy Race in 1911.That challenge is very real when you’re working on a product meant to be inserted into a race-car driver’s most critical piece of safety gear, particularly in a sport where said driver’s head is sticking out of the car. Racing helmets are modern design marvels that evolved out of leather and cloth versions in the Indy 500’s early days to steel helmets in 1916. According to IndyCar, every driver has a primary and one or two backups, and they’re all custom-fit and produced per FIAstandards.The outer shell features ultralight carbon fiber; there’s a fireproof liner; a built-in airbag to assist in helmet removal without neck strain; numerous elements to ensure maximum aerodynamics in 200+ mph runs; and audio insulation so drivers can communicate with their teams over the roar of 33 engines on the track.  “Your job is to not alter any feature of the helmet,” Haristos says. “The helmet you don’t touch. You have to work with what you have, and you have to manage to integrate everything seamlessly. This is the trick.”The team set out to capture exactly what a driver was seeing on the racetrack, raw and unfiltered, shakes and all—and quickly understood that they couldn’t work on the outer surface of a helmet because it would be a safety issue. So they homed in on the side padding of the helmet that Haristos says is around a centimeter away from the eye, which, given the sensitive proximity, went through the FIA for approval, as well. The organization mandated a minuscule size and weight for the camera, so rather than starting with what image quality they wanted to achieve and so on, “We started working backwards. And in the beginning it was like, No, this is impossible.” Ultimately, the team had to break apart camera design as we know it—a single unit—and separate the internal systems to make it work. They stripped out everything they could for what needed to go in the helmet, and were left with a tiny sensor with the ability to capture high-res videoin the smallest of real estate. Today, that unit clocks in at 8.8 x 8.8 mm, and weighs less than a dime. Then, they moved the rest of the camera’s guts to the car itself. Which is also a feat, particularly in Indy racing, which involves older cars that are already stuffed to the max from additions over the years.  “You can’t do one thing without affecting another,” says Michael Davies, FOX EVP of field and technical management and operations. “There’s no change that you can make on a car that doesn’t fuck something else up. And I’m always reminded of something a very smart man said, which is that when you solve a problem, you inevitably create another one, but you must make sure that the problem you create is smaller than the one that you solved.” Haristos says that for Indy, they were told that the only available space was on the side of the car by the radiator—not an ideal spot, given the high temperature and so on. So they had to develop a custom housing that was more efficient and could operate at a higher temp while still fitting into the tightest of spaces.  Ultimately, from the helmet camera to the housing, it was crucial that the additions all felt seamless to the driver.  “Comfort in motorsport translates into confidence,” Haristos says. “Confidence translates into performance.”CROSSING THE POND Safety equipment manufacturer OMP Racing acquired Zeronoise in 2019—and they also acquired Bell, a major purveyor of helmets to Formula 1 and the Indy 500, with 23 of the 33 drivers donning its headwear for the latter.After they developed the first iteration of Driver’s Eye, the team got it into Formula E racing in 2020, and was able to finalize the development of the tech, testing it in Formula 1 in 2021—and giving race fanatics a new, visceral way to experience the sport. It gained ground, and in 2023 became mandatory in Formula 1. FOX tested Driver’s Eye in some NASCAR races that same year, and now on Sunday you’ll be able to watch the Indy 500 from the perspective of 2023/2024 winner Josef Newgarden, Scott Dixon, Alex Palou, Will Power, Marcus Ericsson and Felix Rosenqvist.  Josef NewgardenOf course, there’s more tech wizardry at play behind the scenes than merely hooking up a camera. The Driver’s Eye is mounted in a dark helmet with a massive underexposure—and the track is a massive overexposure. Drivers race with different filters and colors on their visors, which they can tear off in layers periodically throughout the race as they get dirty. Moreover, the Indy 500 is hours long, there are varying weather scenarios, the sun and shadows are moving, and everything is very much in a state of flux. Haristos says Driver’s Eye compensates for all of it, from white balance to the varying visor colors, with a mix of automatic and manual controls, making for a seamless sync with the rest of the program.  From a production standpoint, FOX’s Davies says that since the system allows for a view of drivers’ hands on the controls and exactly what they’re looking at in any given moment, it’s also a boon to race commentators, who have told him that’s it’s the most useful angle for them in being able to craft a narrative around what’s happening on the track. Moreover, he says the raw nature of the footage truly shows the athleticism at play on the part of the drivers, something that can get lost in traditional shots. “We can really cover the event from the inside out, instead of the outside in,” he says. And on top of that, he adds, it’s something sponsors like—and request. Thus a bevy of IndyCar racing’s household names. now driving with the cameras embedded in their helmets.  The Driver’s Eye is just one tiny tool in FOX’s arsenal, which seems designed to shock and awe—and plant a flag in their take on the race. For the first time, live drones will be deployed, including custom high-speed FPV drones; there are more than 100 cameras in play, 108 mics, 16 in-car cameras offering views of drivers’ faces and cockpits, and more. “We’re playing some pretty big hits here and looking forward to seeing how it enhances the big race,” Davies says. “You can see it in a completely different way—even if you’ve watched Indy for as long as it’s been on TV.” #this #tiny #piece #tech #will
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    This tiny piece of tech will change how you watch the Indy 500
    When you describe it in words, the Indianapolis 500 might seem like a boring watch: Cars go round and round an oval track 200 times, totaling 500 miles over the course of a few hours. But if you were a driver, you’d be having a hell of a different experience. Think screaming speeds of 230 miles per hour, pulling 4 Gs on corners, with one’s reflexes and split-second decisions drawing a thin line between victory and tragedy . . . over the course of a few hours. It’s a level of intensity that TV networks have been trying to bring viewers into for years with in-car cameras and things like driver radio communiques. It has been working. Last year, NBC—which covered the spectacle from 2019–2024—netted the most streams of the race ever and averaged 5.34 million total viewers, up from 4.9 million in 2023 and 4.8 million in 2022. This year marks FOX’s first time ever broadcasting it, and they likely want that trend to continue, so they’re throwing all the tech they have at it. And that includes the innovative, diminutive Driver’s Eye, dubbed the world’s smallest live broadcast camera, which brings fans directly into drivers’ helmets (quite literally) like never before. For the first time in Indy 500 history, viewers will have a view of the race exactly as its stars see it from within their helmets—from dramatic passes and vehicle-quaking jousts to the very mechanics of how they operate their cars at such speeds. [Photo: Bell Racing] “Driver’s Eye brings the human factor,” says Alex Miotto Haristos, COO of Racing Force Group, which owns the tech. “It brings the struggle.” And it could bring the ratings, too—especially if it catches on in the series like it has in Formula 1. [Photo: Bell Racing] MORE THAN MEETS THE EYE The UK-born, Italy-raised Haristos is perhaps an unlikely creator of racing gear. He began his career in management consulting and later real estate before acquiring an electronics company and launching it as Zeronoise in 2018 with Stephane Cohen of Bell Racing Helmets. Haristos doesn’t come from a racing background, but rather dubs himself a business engineer who saw it as an opportunity. He says he quickly found himself falling down the rabbit hole into a passion project given the sheer challenging nature of the Driver’s Eye tech, which they began developing in 2019. Ray Harroun driving his Marmon Wasp, the first winner of the Indy Race in 1911. [Photo: Bettmann/Getty Images] That challenge is very real when you’re working on a product meant to be inserted into a race-car driver’s most critical piece of safety gear, particularly in a sport where said driver’s head is sticking out of the car. Racing helmets are modern design marvels that evolved out of leather and cloth versions in the Indy 500’s early days to steel helmets in 1916. According to IndyCar, every driver has a primary and one or two backups, and they’re all custom-fit and produced per FIA (Federation Internationale de l’Automobile) standards. (Want to buy your own? Haristos says that’ll cost you between $5,000 and $8,000.) The outer shell features ultralight carbon fiber; there’s a fireproof liner; a built-in airbag to assist in helmet removal without neck strain; numerous elements to ensure maximum aerodynamics in 200+ mph runs; and audio insulation so drivers can communicate with their teams over the roar of 33 engines on the track.  “Your job is to not alter any feature of the helmet,” Haristos says. “The helmet you don’t touch. You have to work with what you have, and you have to manage to integrate everything seamlessly. This is the trick.” [Photo: Bell Racing] The team set out to capture exactly what a driver was seeing on the racetrack, raw and unfiltered, shakes and all—and quickly understood that they couldn’t work on the outer surface of a helmet because it would be a safety issue. So they homed in on the side padding of the helmet that Haristos says is around a centimeter away from the eye, which, given the sensitive proximity, went through the FIA for approval, as well. The organization mandated a minuscule size and weight for the camera, so rather than starting with what image quality they wanted to achieve and so on, “We started working backwards. And in the beginning it was like, No, this is impossible.” Ultimately, the team had to break apart camera design as we know it—a single unit—and separate the internal systems to make it work. They stripped out everything they could for what needed to go in the helmet, and were left with a tiny sensor with the ability to capture high-res video (in the case of the Indy 500, in 1080p, 60fps) in the smallest of real estate. Today, that unit clocks in at 8.8 x 8.8 mm, and weighs less than a dime. Then, they moved the rest of the camera’s guts to the car itself. Which is also a feat, particularly in Indy racing, which involves older cars that are already stuffed to the max from additions over the years.  “You can’t do one thing without affecting another,” says Michael Davies, FOX EVP of field and technical management and operations. “There’s no change that you can make on a car that doesn’t fuck something else up. And I’m always reminded of something a very smart man said, which is that when you solve a problem, you inevitably create another one, but you must make sure that the problem you create is smaller than the one that you solved.” Haristos says that for Indy, they were told that the only available space was on the side of the car by the radiator—not an ideal spot, given the high temperature and so on. So they had to develop a custom housing that was more efficient and could operate at a higher temp while still fitting into the tightest of spaces.  Ultimately, from the helmet camera to the housing, it was crucial that the additions all felt seamless to the driver.  “Comfort in motorsport translates into confidence,” Haristos says. “Confidence translates into performance.” [Photo: Bell Racing] CROSSING THE POND Safety equipment manufacturer OMP Racing acquired Zeronoise in 2019—and they also acquired Bell, a major purveyor of helmets to Formula 1 and the Indy 500, with 23 of the 33 drivers donning its headwear for the latter. (All the brands would eventually coalesce under the newly formed Racing Force Group in 2021; last year, it ​did $74.1 million in revenue, up 4.8% from 2023.) After they developed the first iteration of Driver’s Eye, the team got it into Formula E racing in 2020, and was able to finalize the development of the tech, testing it in Formula 1 in 2021—and giving race fanatics a new, visceral way to experience the sport. It gained ground, and in 2023 became mandatory in Formula 1. FOX tested Driver’s Eye in some NASCAR races that same year, and now on Sunday you’ll be able to watch the Indy 500 from the perspective of 2023/2024 winner Josef Newgarden, Scott Dixon, Alex Palou, Will Power, Marcus Ericsson and Felix Rosenqvist.  Josef Newgarden [Photo: Bell Racing] Of course, there’s more tech wizardry at play behind the scenes than merely hooking up a camera. The Driver’s Eye is mounted in a dark helmet with a massive underexposure—and the track is a massive overexposure. Drivers race with different filters and colors on their visors, which they can tear off in layers periodically throughout the race as they get dirty. Moreover, the Indy 500 is hours long, there are varying weather scenarios, the sun and shadows are moving, and everything is very much in a state of flux. Haristos says Driver’s Eye compensates for all of it, from white balance to the varying visor colors, with a mix of automatic and manual controls, making for a seamless sync with the rest of the program. (Which, let’s be honest, is critical—a director has to use the shots, lest Driver’s Eye be rendered obsolete.)  From a production standpoint, FOX’s Davies says that since the system allows for a view of drivers’ hands on the controls and exactly what they’re looking at in any given moment, it’s also a boon to race commentators, who have told him that’s it’s the most useful angle for them in being able to craft a narrative around what’s happening on the track. Moreover, he says the raw nature of the footage truly shows the athleticism at play on the part of the drivers, something that can get lost in traditional shots. “We can really cover the event from the inside out, instead of the outside in,” he says. And on top of that, he adds, it’s something sponsors like—and request. Thus a bevy of IndyCar racing’s household names. now driving with the cameras embedded in their helmets.  The Driver’s Eye is just one tiny tool in FOX’s arsenal, which seems designed to shock and awe—and plant a flag in their take on the race. For the first time, live drones will be deployed, including custom high-speed FPV drones; there are more than 100 cameras in play, 108 mics, 16 in-car cameras offering views of drivers’ faces and cockpits, and more (including 5.1 surround sound “that’ll blow your head off”). “We’re playing some pretty big hits here and looking forward to seeing how it enhances the big race,” Davies says. “You can see it in a completely different way—even if you’ve watched Indy for as long as it’s been on TV.”
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  • How To Change Alma’s Outfit And Glasses In Monster Hunter Wilds

    While the base game of Monster Hunter Wilds allows you to customize your hunter, Palico, and Seikret, the game’s first Title Update also added customization for Alma. Your handler can now try on some new outfits and even swap between pairs of glasses. Unfortunately, there isn’t much explanation about how to attain these new styles, and her glasses are locked behind an optional quest that’s easy to get lost in.Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherScreenshot: Capcom / Samuel Moreno / KotakuThere are currently three alternate outfit choices in addition to Alma’s default look. However, you can only permanently unlock Alma’s other outfits by downloading them from your platform’s store. Naturally, you can grab these from the store before jumping in for a session, but there is also a method to do it in-game as well. Simply head to a Support Deck Palico at one of the base camps or in the Grand Hub. Then, go into the Add-Ons section and keep an eye out for these options:Scrivener’s Coat: Alma’s outfit from the game’s prologue. Can be downloaded for freeNew World Commission Outfit:Gives Alma the default handler look from Monster Hunter World. This will cost you Spring Blossom Kimono: A special themed outfit Alma can freely wear during the Festival of Accord: Blossomdance event. It can also be permanently unlocked by purchasing it for Once you’ve downloaded either one, head into any tent. Scroll over to the right to access the Appearance Menu, select Change Appearance, and then select Change Alma’s Outfit. You’ll be taken to a new menu where you can choose between her default and newly downloaded outfits.Screenshot: Capcom / Samuel Moreno / KotakuAlma doesn’t have as many customization options as everyone else, but she can change out her glasses. The only catch is that you need to unlock them through a new optional quest first. Talking to Alma in the new update will start a dialogue where she exclaims that her new glasses are gone. She deduces that they might have gotten lost in the Scarlet Forest, which starts off the Apple of Her Eye side quest.Your first destination is the Wudwud Hideout in the Scarlet Forest. Head over there and talk to Thunk, a Wudwud standing near the hideout’s entrance. They’ll tell you that any lost items can usually be found down the river. A marker will appear on your map, although it might be hard to see if you’re like me and leave your map cluttered. The quickest way there is to travel to the Scarlet Forest Base Camp in Area One and then take a quick Seikret ride north.It won’t take long before you come across a marked Wudwud, who will then point you further down the river. After a quick walk, you’ll find one of his adorable fellows wearing Alma’s glasses upside-down. This new little guy will immediately run off toward the Wudwud hideout. Return there and talk to Thunk again; he’ll tell you that your best option is to ask the others when they’re having festivities. They won’t be holding their festivities until the nighttime during a season of plenty. Taking a Rest to adjust the season and time is the quickest way to set this up.Head up to the top of the hideout when the conditions are met. Talk to all the Wudwuds to receive some items, open up some trade routes, and get information on Ayejack, the one who has the glasses. Their hints will piece together that he’s asleep below. Without a quest marker to assist, this is where things get a little confusing.To find the sleeping Ayejack, you’ll have to jump back down to the main level of the Wudwud hideout. The hanging pouches made up of leaves and vines are what serve as their beds. Ayejack can be found across from the item trading Musharpeye, inside a pouch that’s close to the giant tree. A quest marker will finally pop up once you’ve gotten close to him.Unfortunately, finding and waking him up is only the penultimate part of this quest. He’ll only give up the glasses if you give him some Eastern Honey in return. These are the best ways to gather it if you need any:From capturing VigorwaspsOccasional rewards for Event QuestsRare drop from gathering HoneyTrade with Ren, located at Sild - The Keeper’s Vigil in WyveriaTrade with Gawdygog, located at the Wudwud Hideout in the Scarlet ForestTalk to him when you have some to complete the trade. The quest ends with Alma happy to have her new red spectacles and more than willing to wear them. The next time you visit a tent to change her outfit, there will be an option to change the glasses to these red ones or a bonus set of square ones.Additionally, you can also craft these two new glasses as High Rank armor for your hunter. You can find them under Strategist Spectacles and Square Glasses. They’re pretty useful for gathering with fully leveled Geologist and Botanist skills.If it’s anything like previous entries, Monster Hunter Wilds is sure to add plenty of cosmetic DLC. We’ll likely see new outfits for Alma as well, but I probably wouldn’t bet on many more freebies..
    #how #change #almas #outfit #glasses
    How To Change Alma’s Outfit And Glasses In Monster Hunter Wilds
    While the base game of Monster Hunter Wilds allows you to customize your hunter, Palico, and Seikret, the game’s first Title Update also added customization for Alma. Your handler can now try on some new outfits and even swap between pairs of glasses. Unfortunately, there isn’t much explanation about how to attain these new styles, and her glasses are locked behind an optional quest that’s easy to get lost in.Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherScreenshot: Capcom / Samuel Moreno / KotakuThere are currently three alternate outfit choices in addition to Alma’s default look. However, you can only permanently unlock Alma’s other outfits by downloading them from your platform’s store. Naturally, you can grab these from the store before jumping in for a session, but there is also a method to do it in-game as well. Simply head to a Support Deck Palico at one of the base camps or in the Grand Hub. Then, go into the Add-Ons section and keep an eye out for these options:Scrivener’s Coat: Alma’s outfit from the game’s prologue. Can be downloaded for freeNew World Commission Outfit:Gives Alma the default handler look from Monster Hunter World. This will cost you Spring Blossom Kimono: A special themed outfit Alma can freely wear during the Festival of Accord: Blossomdance event. It can also be permanently unlocked by purchasing it for Once you’ve downloaded either one, head into any tent. Scroll over to the right to access the Appearance Menu, select Change Appearance, and then select Change Alma’s Outfit. You’ll be taken to a new menu where you can choose between her default and newly downloaded outfits.Screenshot: Capcom / Samuel Moreno / KotakuAlma doesn’t have as many customization options as everyone else, but she can change out her glasses. The only catch is that you need to unlock them through a new optional quest first. Talking to Alma in the new update will start a dialogue where she exclaims that her new glasses are gone. She deduces that they might have gotten lost in the Scarlet Forest, which starts off the Apple of Her Eye side quest.Your first destination is the Wudwud Hideout in the Scarlet Forest. Head over there and talk to Thunk, a Wudwud standing near the hideout’s entrance. They’ll tell you that any lost items can usually be found down the river. A marker will appear on your map, although it might be hard to see if you’re like me and leave your map cluttered. The quickest way there is to travel to the Scarlet Forest Base Camp in Area One and then take a quick Seikret ride north.It won’t take long before you come across a marked Wudwud, who will then point you further down the river. After a quick walk, you’ll find one of his adorable fellows wearing Alma’s glasses upside-down. This new little guy will immediately run off toward the Wudwud hideout. Return there and talk to Thunk again; he’ll tell you that your best option is to ask the others when they’re having festivities. They won’t be holding their festivities until the nighttime during a season of plenty. Taking a Rest to adjust the season and time is the quickest way to set this up.Head up to the top of the hideout when the conditions are met. Talk to all the Wudwuds to receive some items, open up some trade routes, and get information on Ayejack, the one who has the glasses. Their hints will piece together that he’s asleep below. Without a quest marker to assist, this is where things get a little confusing.To find the sleeping Ayejack, you’ll have to jump back down to the main level of the Wudwud hideout. The hanging pouches made up of leaves and vines are what serve as their beds. Ayejack can be found across from the item trading Musharpeye, inside a pouch that’s close to the giant tree. A quest marker will finally pop up once you’ve gotten close to him.Unfortunately, finding and waking him up is only the penultimate part of this quest. He’ll only give up the glasses if you give him some Eastern Honey in return. These are the best ways to gather it if you need any:From capturing VigorwaspsOccasional rewards for Event QuestsRare drop from gathering HoneyTrade with Ren, located at Sild - The Keeper’s Vigil in WyveriaTrade with Gawdygog, located at the Wudwud Hideout in the Scarlet ForestTalk to him when you have some to complete the trade. The quest ends with Alma happy to have her new red spectacles and more than willing to wear them. The next time you visit a tent to change her outfit, there will be an option to change the glasses to these red ones or a bonus set of square ones.Additionally, you can also craft these two new glasses as High Rank armor for your hunter. You can find them under Strategist Spectacles and Square Glasses. They’re pretty useful for gathering with fully leveled Geologist and Botanist skills.If it’s anything like previous entries, Monster Hunter Wilds is sure to add plenty of cosmetic DLC. We’ll likely see new outfits for Alma as well, but I probably wouldn’t bet on many more freebies.. #how #change #almas #outfit #glasses
    KOTAKU.COM
    How To Change Alma’s Outfit And Glasses In Monster Hunter Wilds
    While the base game of Monster Hunter Wilds allows you to customize your hunter, Palico, and Seikret, the game’s first Title Update also added customization for Alma. Your handler can now try on some new outfits and even swap between pairs of glasses. Unfortunately, there isn’t much explanation about how to attain these new styles, and her glasses are locked behind an optional quest that’s easy to get lost in.Suggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at $450 for Now, But Could Go HigherScreenshot: Capcom / Samuel Moreno / KotakuThere are currently three alternate outfit choices in addition to Alma’s default look. However, you can only permanently unlock Alma’s other outfits by downloading them from your platform’s store. Naturally, you can grab these from the store before jumping in for a session, but there is also a method to do it in-game as well. Simply head to a Support Deck Palico at one of the base camps or in the Grand Hub. Then, go into the Add-Ons section and keep an eye out for these options:Scrivener’s Coat: Alma’s outfit from the game’s prologue. Can be downloaded for freeNew World Commission Outfit:Gives Alma the default handler look from Monster Hunter World. This will cost you $5.99Spring Blossom Kimono: A special themed outfit Alma can freely wear during the Festival of Accord: Blossomdance event. It can also be permanently unlocked by purchasing it for $5.99Once you’ve downloaded either one, head into any tent. Scroll over to the right to access the Appearance Menu, select Change Appearance, and then select Change Alma’s Outfit. You’ll be taken to a new menu where you can choose between her default and newly downloaded outfits.Screenshot: Capcom / Samuel Moreno / KotakuAlma doesn’t have as many customization options as everyone else, but she can change out her glasses. The only catch is that you need to unlock them through a new optional quest first. Talking to Alma in the new update will start a dialogue where she exclaims that her new glasses are gone. She deduces that they might have gotten lost in the Scarlet Forest, which starts off the Apple of Her Eye side quest.Your first destination is the Wudwud Hideout in the Scarlet Forest. Head over there and talk to Thunk, a Wudwud standing near the hideout’s entrance. They’ll tell you that any lost items can usually be found down the river. A marker will appear on your map, although it might be hard to see if you’re like me and leave your map cluttered. The quickest way there is to travel to the Scarlet Forest Base Camp in Area One and then take a quick Seikret ride north.It won’t take long before you come across a marked Wudwud, who will then point you further down the river. After a quick walk, you’ll find one of his adorable fellows wearing Alma’s glasses upside-down. This new little guy will immediately run off toward the Wudwud hideout. Return there and talk to Thunk again; he’ll tell you that your best option is to ask the others when they’re having festivities. They won’t be holding their festivities until the nighttime during a season of plenty. Taking a Rest to adjust the season and time is the quickest way to set this up.Head up to the top of the hideout when the conditions are met. Talk to all the Wudwuds to receive some items, open up some trade routes, and get information on Ayejack, the one who has the glasses. Their hints will piece together that he’s asleep below. Without a quest marker to assist, this is where things get a little confusing.To find the sleeping Ayejack, you’ll have to jump back down to the main level of the Wudwud hideout. The hanging pouches made up of leaves and vines are what serve as their beds. Ayejack can be found across from the item trading Musharpeye, inside a pouch that’s close to the giant tree. A quest marker will finally pop up once you’ve gotten close to him.Unfortunately, finding and waking him up is only the penultimate part of this quest. He’ll only give up the glasses if you give him some Eastern Honey in return. These are the best ways to gather it if you need any:From capturing VigorwaspsOccasional rewards for Event QuestsRare drop from gathering HoneyTrade with Ren, located at Sild - The Keeper’s Vigil in WyveriaTrade with Gawdygog, located at the Wudwud Hideout in the Scarlet ForestTalk to him when you have some to complete the trade. The quest ends with Alma happy to have her new red spectacles and more than willing to wear them. The next time you visit a tent to change her outfit, there will be an option to change the glasses to these red ones or a bonus set of square ones.Additionally, you can also craft these two new glasses as High Rank armor for your hunter. You can find them under Strategist Spectacles and Square Glasses. They’re pretty useful for gathering with fully leveled Geologist and Botanist skills.If it’s anything like previous entries, Monster Hunter Wilds is sure to add plenty of cosmetic DLC. We’ll likely see new outfits for Alma as well, but I probably wouldn’t bet on many more freebies..
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  • These AI-Generated TikTok Videos Are Tricking People Into Installing Malware

    In recent years, TikTok has become a prime target for scammers and cyber attackers spreading various forms of malware, and the latest shady campaign promotes instructional videos that trick users into downloading infostealers to their devices via ClickFix attacks. The scheme, identified by Trend Micro and reported by Bleeping Computer, instructs users to execute commands to activate Windows and Microsoft Office or premium features in CapCut and Spotify. One video is captioned "Boost Your Spotify Experience Instantly — Here's How!" and has nearly half a million views. These videos seem to be AI generated and, while the software they discuss is legitimate, the activation steps they outline are not, and will ultimately lead users to infect their devices with Vidar and StealC malware. TikTok's engagement algorithm makes it easy for such malicious videos to spread. In the past, cybercriminals have used TikTok's trending "Invisible Challenge" to spread WASP Stealer malware, which can steal Discord accounts, passwords, credit cards, and crypto wallets. Fake cryptocurrency giveaways posted on TikTok used deepfakes of Elon Muskto scam users into paying "activation" deposits using Bitcoin. How TikTok ClickFix attacks workClickFix is a social engineering tactic that uses fake error messages or CAPTCHA prompts to trick users into executing a command with malicious code. Users will see a pop-up notification about a technical problem with instructions to copy and run a commandto "fix" the issue. The attack most often targets Windows users, but it has been employed on macOS and Linux too. In the current TikTok campaign, the instructional videos prompt users to run a PowerShell command that installs Vidar or StealC information-stealing malware. The former can take desktop screenshots and harvest data ranging from login credentials and cookies to credit cards and crypto wallets. The latter targets web browsers and crypto wallets. Once run, the script will download a second PowerShell script allowing it to launch automatically upon device startup. It also saves in a hidden directory and deletes temporary folders so it can evade detection. How to spot malicious TikTok videosBe wary of following instructional videos you're served on TikTok. Check the source, and only engage with those that are legitimate, like from the developer itself. You should also look for signs of AI-generated content, which may be used to spread malware widely and rapidly. There's no malicious code actually embedded in or delivered by these instructional videos—the scheme is dependent on social engineering via verbal directions—making the threat technically harder to detect.
    #these #aigenerated #tiktok #videos #are
    These AI-Generated TikTok Videos Are Tricking People Into Installing Malware
    In recent years, TikTok has become a prime target for scammers and cyber attackers spreading various forms of malware, and the latest shady campaign promotes instructional videos that trick users into downloading infostealers to their devices via ClickFix attacks. The scheme, identified by Trend Micro and reported by Bleeping Computer, instructs users to execute commands to activate Windows and Microsoft Office or premium features in CapCut and Spotify. One video is captioned "Boost Your Spotify Experience Instantly — Here's How!" and has nearly half a million views. These videos seem to be AI generated and, while the software they discuss is legitimate, the activation steps they outline are not, and will ultimately lead users to infect their devices with Vidar and StealC malware. TikTok's engagement algorithm makes it easy for such malicious videos to spread. In the past, cybercriminals have used TikTok's trending "Invisible Challenge" to spread WASP Stealer malware, which can steal Discord accounts, passwords, credit cards, and crypto wallets. Fake cryptocurrency giveaways posted on TikTok used deepfakes of Elon Muskto scam users into paying "activation" deposits using Bitcoin. How TikTok ClickFix attacks workClickFix is a social engineering tactic that uses fake error messages or CAPTCHA prompts to trick users into executing a command with malicious code. Users will see a pop-up notification about a technical problem with instructions to copy and run a commandto "fix" the issue. The attack most often targets Windows users, but it has been employed on macOS and Linux too. In the current TikTok campaign, the instructional videos prompt users to run a PowerShell command that installs Vidar or StealC information-stealing malware. The former can take desktop screenshots and harvest data ranging from login credentials and cookies to credit cards and crypto wallets. The latter targets web browsers and crypto wallets. Once run, the script will download a second PowerShell script allowing it to launch automatically upon device startup. It also saves in a hidden directory and deletes temporary folders so it can evade detection. How to spot malicious TikTok videosBe wary of following instructional videos you're served on TikTok. Check the source, and only engage with those that are legitimate, like from the developer itself. You should also look for signs of AI-generated content, which may be used to spread malware widely and rapidly. There's no malicious code actually embedded in or delivered by these instructional videos—the scheme is dependent on social engineering via verbal directions—making the threat technically harder to detect. #these #aigenerated #tiktok #videos #are
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    These AI-Generated TikTok Videos Are Tricking People Into Installing Malware
    In recent years, TikTok has become a prime target for scammers and cyber attackers spreading various forms of malware, and the latest shady campaign promotes instructional videos that trick users into downloading infostealers to their devices via ClickFix attacks. The scheme, identified by Trend Micro and reported by Bleeping Computer, instructs users to execute commands to activate Windows and Microsoft Office or premium features in CapCut and Spotify. One video is captioned "Boost Your Spotify Experience Instantly — Here's How!" and has nearly half a million views. These videos seem to be AI generated and, while the software they discuss is legitimate, the activation steps they outline are not, and will ultimately lead users to infect their devices with Vidar and StealC malware. TikTok's engagement algorithm makes it easy for such malicious videos to spread. In the past, cybercriminals have used TikTok's trending "Invisible Challenge" to spread WASP Stealer malware, which can steal Discord accounts, passwords, credit cards, and crypto wallets. Fake cryptocurrency giveaways posted on TikTok used deepfakes of Elon Musk (and themes around SpaceX and Tesla) to scam users into paying "activation" deposits using Bitcoin. How TikTok ClickFix attacks workClickFix is a social engineering tactic that uses fake error messages or CAPTCHA prompts to trick users into executing a command with malicious code. Users will see a pop-up notification about a technical problem with instructions to copy and run a command (commonly a PowerShell script) to "fix" the issue. The attack most often targets Windows users, but it has been employed on macOS and Linux too. In the current TikTok campaign, the instructional videos prompt users to run a PowerShell command that installs Vidar or StealC information-stealing malware. The former can take desktop screenshots and harvest data ranging from login credentials and cookies to credit cards and crypto wallets. The latter targets web browsers and crypto wallets. Once run, the script will download a second PowerShell script allowing it to launch automatically upon device startup. It also saves in a hidden directory and deletes temporary folders so it can evade detection. How to spot malicious TikTok videosBe wary of following instructional videos you're served on TikTok (as well as unsolicited technical content in general). Check the source, and only engage with those that are legitimate, like from the developer itself. You should also look for signs of AI-generated content, which may be used to spread malware widely and rapidly. There's no malicious code actually embedded in or delivered by these instructional videos—the scheme is dependent on social engineering via verbal directions—making the threat technically harder to detect.
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