Thursday, April 23, 2020

Eurogamer.net: April 23, 2020 at 05:00AM - Moving Out review - removals get the Overcooked treatment

Bedford Falls, the darkest time-line. A classic movie moment. Clarence and George are in the bar and have finally pushed Nick, the proprietor, too far. "Dat does it," says Nick. "Out you two pixies go. True da door or out da window."

True da door or out da window. That line has been very helpful to me over the last few days as I've played through Moving Out, a removals simulator in the knockabout style of the glorious kitchen game Overcooked. As with Overcooked you move around elbowy physics-driven environments trying to do a pretty straightforward job in difficult circumstances. As with Overcooked your colleagues - your allies - are often the biggest hurdle to deal with. But whereas my mantra with Overcooked was always, can everyone please stick to their f-ing station, with Moving Out I have looked to St Nick. I arrive at a new location. I survey the stuff we have to get in the van. The size. The positioning. The question of breakability. Then I ask myself that immortal question: true da door or out da window?

Sofas. Listen, I would always chuck these out da window. They are a pain to handle any other way. A sofa in a stairwell is a bad time indeed. A corner sofa in a doorway makes me want to lie down for the rest of the afternoon. But two removal people can grab a sofa pretty easily, pick up a bit of momentum and loft it through a dual-aspect like nobody's business. Soft landing on the lawn. Then into the truck.

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from Eurogamer.net

Eurogamer.net: April 23, 2020 at 03:50AM - Nintendo lowers Animal Crossing: New Horizons bank interest rate

Today's big 1.2.0 patch for Animal Crossing: New Horizons includes, as previously detailed, the ability for Leif and Redd to visit your town and for you to add bushes.

But it also tweaks a few other bits and pieces under the hood, which fans are only finding out about while playing.

Most notable, perhaps, is the game's warning you will now earn a lower rate of interest on savings in your ABD bank account. You'll get a letter in the post about this (which is scarily similar to the one my bank sent me this week telling me exactly the same thing).

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from Eurogamer.net

Wednesday, April 22, 2020

Eurogamer.net: April 22, 2020 at 08:29AM - The latest Pokémon animated short deals with Nessa's career

The lesson from the latest Pokémon: Twilight Wings animated short is that women can, in fact, do it all - and focuses on Nessa as she struggles with a crisis of confidence in her career decisions.

After a series of defeats, Nessa begins to doubt herself after Chairman Rose suggests her modelling is getting in the way of her career as a gym leader. A new modelling job brings back childhood memories, and a chance encounter restores her confidence in her ability to excel at both passions.

It's another sweet and beautifully-animated story, and well worth a watch if you want to fill the void left by the main Pokémon anime series (which has been delayed due to the coronavirus outbreak). If you want to watch a few more from the Galar mini-series, you can start with episode one - where Chairman Rose and Corviknight visit a hospital to inspire some young kids.

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from Eurogamer.net

Review: Pretz Sweet Corn



This version of the Pretz bread sticks had a flavor that was sweet and like corn, kind of like a buttered corn on the cob, but less like sweetcorn than several other snacks we've reviewed. ...

from Taquitos.net Snack Reviews
by April 22, 2020 at 08:39AM

Eurogamer.net: April 22, 2020 at 04:00AM - Ancient Enemy reimagines Solitaire and it works wonderfully

I've tried a bunch of deck-building card games but Ancient Enemy feels fresh and new. It's another game where you have one life to see how far you can get, and where you battle with cards and gain new cards as you go. But at the same time, Ancient Enemy is fundamentally different.

In Ancient Enemy, the majority of the cards being played aren't yours. It's not my hand against your hand. Instead, Ancient Enemy is a game built around Solitaire - TriPeaks Solitaire. You clear a board of scattered cards by selecting those of either the same number, or one higher or lower, than the card by the draw pile below.

As you do this, your abilities power up, and you build combo multipliers to magnify their strength the longer your run goes on. Your turn ends when you use one of those abilities on your opponent, or when you decide to refresh the board or End Turn because you can't go.

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from Eurogamer.net

Eurogamer.net: April 22, 2020 at 03:35AM - Epic finally releases Fortnite for Android on Google Play

After 18 months of availability on Android phones, Fortnite will finally be available to download via Google's own Play store.

The decision to release the battle royale via Android's standard shopfront brings an end to the long-running stalemate between Epic and the platform holder, which all boils down to money.

On Android, Fortnite launched outside of the Google Play store and in so doing dodged Google's standard 30 per cent cut of transactions made on the platform. In a 2018 interview with Digital Foundry, Epic boss Tim Sweeney suggested this was because that 30 per cent did not reflect Google's input into the creation and ongoing development of the game.

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from Eurogamer.net

Eurogamer.net: April 22, 2020 at 02:44AM - Here's the Xbox Series X logo

Microsoft's official Xbox Series X logo has popped up as part of a new trademark filing.

The company registered the next-gen design earlier this week, and within a couple of days it was scooped up by fans and popped on reddit. Here it is:

PlayStation revealed its PS5 logo in January. It is the letters P, S and 5.

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from Eurogamer.net

Eurogamer.net: April 22, 2020 - Someone should make a game about: marbled paper

I grew up in the 1980s in Kent, and I swear that there was still a bit of the Victorian era lurking in the streets at that time. The local library was filled with massive oil paintings of cattle, along with stuffed owls resting under bell jars. There was a corner shop that sold truly bizarre boiled sweets by the quarter. There was a second-hand bookstore that was also somebody's home, wonderfully gloomy and silent but for ticking clocks, and every room had stacks of decaying books whose pages had grown thick with the passing of time. Those books! Cloth covers, spines peeling away, and inside them all endpapers of swirled blues and reds and golds: marbled paper.

This came back to me last week when I was hunting for something to read. Inside one of those heavy A4 books you get filled with rainy day activities I found an entry of paper marbling. It was like the peculiar odour of that old bookstore rose off the pages and engulfed me: camphor, Lily of the Valley, the stale sugar of a nearby pantry. Paper marbling! I was transported.

For those of you who aren't 41 and really starting to lose it these days, marbled paper is paper that has had those wonderfully swirls and blossoms and blooms of various colours of inks spread out across it. You come across them in the endpapers of books most often, but I gather the history of the process goes back hundreds of years and spans the world. Marbling refers, I think, to the wonderful veins and cracks of marble and other metamorphic rock - those bits of rock that seem to have entire worlds waiting in their depths, that go on unfolding themselves the further you peer into their surfaces. Marbled paper is definitely like that. I can stare at it for hours - I am boring, I should add - and it sort of mesmerises me.

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from Eurogamer.net

Tuesday, April 21, 2020

Eurogamer.net: April 21, 2020 at 06:55AM - Death Stranding's PC release delayed to July

Following delays to games such as The Last of Us Part 2 and Iron Man VR, the latest title to be affected by the coronavirus lockdown is Death Stranding, with the game's PC version pushed back to July.

Originally scheduled for release on 2nd June, the PC version will now launch on Steam and the Epic Games Store on 14th July. Kojima Productions explained the delay was caused by the temporary closure of the studio, and that more development time was required thanks to work-from-home orders.

A delay of six weeks is entirely reasonable given the difficulties presented by the coronavirus lockdown situation, and hopefully this will give the development team some much-needed time to finish things off. If you want a preview of what to expect from the PC port, make sure to check out Richard Leadbetter's exploration of how the game could run on PC. Oh, and you can also look forward to some Half-Life headcrab hats when the PC version does arrive.

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from Eurogamer.net

Eurogamer.net: April 21, 2020 at 06:00AM - With its free service, Stadia is starting to make sense

Stadia is now free! Or rather, any Google user can now sign up to the service and access the games library without having to subscribe to the Pro tier or purchase the firm's bespoke controller and Chromecast Ultra 4K HDR receiver. It's a good jumping on point for users interested in the service and as we shall discover, accessing Stadia via Chrome browsers, smartphones or tablets can actually offer a key advantage over the Pro-level 4K Chromecast Ultra experience. In returning to Google's cloud service, we also wanted to take the opportunity to go back to Doom Eternal and revisit our latency metrics - a key point of criticism in prior coverage. Was Stadia just having a bad day when we tested it? Was there something wrong with our network? Could we bring latency back down to the impressive level we saw in our Stadia review?

The good news is that we have managed to reduce latency in our Stadia test set-up, improving the Doom Eternal experience significantly. id Software's port succeeds in pushing an 1800p resolution, excellent visuals and a highly consistent 60fps. However, fast response is a must for a fast-paced first-person shooter and our initial results just weren't good enough. We logged a range of latency results between 79-100ms extra compared to the Xbox One X version of the game - a surprise given the 300Mbps fibre connection behind it. Google itself asked for permission to access our telemetry (which we granted) but our end goal is to give the system and the software the fairest assessment we can, so we spent a lot more time investigating the metrics ourselves and looking to optimise the experience.

And so, for a second test we reduced all variables to the absolute minimum. We plugged the Chromecast Ultra directly into the Virgin Media router via ethernet and as before, Stadia shows the connection status as 'excellent' with 4K streaming confirmed. This time, to ensure no possibility of contention issues, we cut everything off from the router besides the Chromecast itself. All network devices were removed from the pipeline, every device was bumped off the WiFi - with the exception of the Stadia controller of course - to make sure there was zero interference with lag testing. And the result? Instead of the 79-100ms of additional lag on Stadia from the initial test, results at first came in at 54ms in the best case and 75ms in the worst. Note that this is indeed additional lag on top of the game's inherent latency as established with the Xbox measurement - cloud lag, if you like.

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from Eurogamer.net

Eurogamer.net: April 21, 2020 at 05:52AM - Doom Eternal composer distances himself from soundtrack album

Doom is practically synonymous with pounding metal soundtracks, and the latest title is no exception. Composed by Mick Gordon, who previously wrote the music for Doom (2016), the official soundtrack for Doom Eternal released yesterday: but instead of providing the ultra-high quality listeners wanted, it's come under fire for sounding a bit off - and Gordon has distanced himself from the final mix. Talk about a bad rip followed by tears.

The discussion was prompted by audio blogger and Ruff Audio founder Reace "thatACDCguy" Niles, who highlighted problems with Doom Eternal's mixing. He noted the soundtrack's wavelengths look much flatter compared to the music of Doom (2016). As explained by Niles, this corresponds to reduced dynamic range between the instruments within the track, with the instruments "compressed to the point where they are all playing at the same volume". In essence, it creates a poorer sound as none of the instruments are given breathing room - and instead fight against each other.

"Mick Gordon is a far more talented audio engineer than me, it's not even close and that's what makes this especially frustrating," Niles said. "I expect much better from him."

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from Eurogamer.net

Eurogamer.net: April 21, 2020 at 04:21AM - Nintendo "investigating" reports of accounts being breached

Nintendo has told Eurogamer it is now actively investigating a wave of reports from Switch owners stating their Nintendo Accounts have been accessed.

Yesterday, Eurogamer reported that a number of account owners had reported their Nintendo accounts accessed over the past couple of weeks. A Eurogamer staff member was among those recently affected.

Some account users reported their accounts had been used to buy digital items, such as bundles of Fortnite VBucks worth up to £100, via linked PayPal accounts.

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from Eurogamer.net

Eurogamer.net: April 21, 2020 at 03:05AM - Mario Maker 2's final update lets you create your own world map

Super Mario Maker 2's next update will add a World Maker mode so you can craft your own level maps.

You can create your own layout, add routes, Toad Houses, scenery and choose from various themes. When you're ready, you can then drop in courses you've made onto the route.

It arrives in a forthcoming free update on 22nd April, which will also be the game's last.

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from Eurogamer.net

Eurogamer.net: April 21, 2020 at 02:04AM - Best VR headset for Half-Life Alyx 2020

Valve returned to its most legendary franchise in style with Half-Life Alyx, but you'll need a VR headset to play. This page is designed to make choosing the best VR headset for Half-Life Alyx as simple as possible, giving you the information you need to find the headset that fits your needs, at a price you can afford.

Just looking at all of the options available can be daunting, especially if you're a newcomer to VR, with six SteamVR headsets that are officially compatible with Half-Life Alyx. Here are those six options, not including first-gen VR headsets like the original HTC Vive and Oculus Rift CV1 that have disappeared from retail:

With different physical designs, screens, tracking solutions and price points, there's plenty to discuss about each option. Thankfully, once you get to know a little about each of them you'll quickly be able to narrow in on the right one for you. That makes choosing the best VR headset for Half-Life Alyx fairly straightforward - as long as you're equipped with our recommendations.

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from Eurogamer.net

Monday, April 20, 2020

Eurogamer.net: April 20, 2020 at 08:44AM - The Cyberpunk 2077 Xbox controller is now available

After a leak and a glitchy teaser over the weekend, the Cyberpunk 2077 Xbox controller is now available.

The Cyberpunk 2077 Xbox controller arrives shortly before a Cyberpunk 2077 Xbox One X Limited Edition console that was also revealed last week. Microsoft has confirmed that will be available to order from June 2020 - and come bundled with the controller and a copy of the game.

However, if you'd rather not wait until then, the Cyberpunk 2077 Xbox controller is out right now. It features a special rubberised diamond grip, plus everything you'd expect from any other Xbox controller - so that's button mapping, Bluetooth support, a 3.5mm stereo headset jack and PC compatibility.

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from Eurogamer.net

Eurogamer.net: April 20, 2020 at 08:10AM - Games Done Quick pulls in $400k for coronavirus relief fund

Summer Games Done Quick 2020, like many gaming events this year, had to be postponed due to the coronavirus outbreak - yet that wasn't enough to stop GDQ from raising money for charity. Instead, an online-only speedrunning event called Corona Relief Done Quick was organised, and the marathon has now raised over $400k (£353k).

Between 17th-20th April, over 6000 people donated to help GDQ reach its $400k milestone. All the proceeds are going to Direct Relief, a "humanitarian aid organisation with a mission to improve the health and lives of people affected by poverty or emergencies".

If you want to catch up on some of the runs - which include a spectacular Cuphead sprint, Castlevania runs, NieR Automata and more, you can find it all over on Games Done Quick's Twitch channel. And, of course, there's still time to donate: you can help bump up that total over here.

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from Eurogamer.net

Eurogamer.net: April 20, 2020 at 03:56AM - Pokémon anime put on hold

Production on Pokémon's anime TV series has been shut down during the coronavirus crisis.

The long-running series has been on air in Japan since 1997, with more than 1100 episodes have been produced so far.

But from next week, Anime News Network reported, the series will go into its own lockdown as the latest adventures of Ash and Pikachu are replaced by old re-reruns.

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from Eurogamer.net

How Did They Get the CGI in the 1993 Jurassic Park to Look So Good?

Mae Scott asks: How did they get the CGI in the original Jurassic Park to look so much better than even some movies today?

Regardless of your feelings about the overall quality of the film itself, you have to admit that for a movie released in 1993, Jurassic Park contains some mighty fine lookin’ dinosaurs. In fact, the dinosaurs in Jurassic Park look so good that many film critics and fans contend that the film’s CGI effects still hold up today nearly three decades later, with some even going so far as to say they look better than some scenes in more recent Jurassic Park films. The funny thing about that, however, is that while Jurassic Park is often singled out for its groundbreaking CGI, there are actually very few moments in the film that were realised using such newfangled technology.

You see, despite being some 127 minutes long, Jurassic Park contains a mere 14 minutes of on-camera dinosaur action, with a huge number of scenes seeming to contain dinosaurs in the action actually having the dinosaurs doing their thing off camera, with specific quick cuts, sound effects, and actor and scene elements like plant-life, cups of water, etc. reactions making the dinosaurs’ presence known and felt in the scenes even though you don’t actually see them.

And as for those 14 minutes the dinos do appear on camera, only 5-6 minutes were realised using CGI. The rest were achieved via everything from a full size, just under 5 ton, extremely realistic looking and moving T-Rex, to dudes running around in very realistic looking velociraptor costumes.

Or to put it another way- the film that is considered the gold standard for awesome CGI achieved this acclaim via doing everything possible NOT to use CGI and, in the few minutes it did use it, doing an awful lot to encourage viewers to not pay too close of attention to the CGI elements, as you’ll soon see when we get into specific examples.

You see, Spielberg initially wanted no CGI whatsoever for the film. His plan for the dinosaur effects in Jurassic Park was to accomplish it all via a combination of stop motion and animatronics, with the former to be handled by stop motion wizard Phil Tippett (then an Oscar winner for his work in Return of the Jedi) and the latter to be handled by special effects guru Stan Winston (then a recent recipient of a couple Academy Awards for his work in Terminator 2, as well as previously winning one for his work in Aliens). The idea being that Winston and his team would create animatronic dinosaurs and appropriate costumes and the like to be used for close ups, while Tippet and his team would handle the long shots where motion that couldn’t be easily achieved by other methods was needed.

Spielberg was reportedly highly resistant to the idea of using any CGI primarily because he believed how fake it would look given the technology of the day would more or less ruin the film. Remember, this was an era when Windows 3.1 was the bees knees, to put the state of things in perspective. However, the wizards at George Lucas’ Industrial Light & Magic were rather ahead of their time in a lot of ways and decided not to take “no” for an answer, creating a demo of what they could do to convince Spielberg.

In order to ensure they’d convince him with this demo, they set about creating the hardest shot they could think of- a T-Rex walking directly towards the camera in broad daylight with nothing hidden. This footage was then screened to Spielberg and members of the effects crew, including both Winston and Tippett.

According to those present that day, the reaction from everyone was one of complete shock, with Tippett perhaps most affected of all as he was essentially witnessing the obsolescence of a huge amount of his expertise. As he would later state, “The change was devastating. I had different concessions… and all of a sudden, the plug was pulled…”

At the time, he simply turned to Spielberg and stated, “I think I’m extinct.” This was the direct inspiration for the line in the film in which Dr. Grant says, “I think we’re out of a job.” And Malcolm then says, “Don’t you mean extinct?”

At this point Spielberg was partially onboard. However, critically, and a lesson lost on many a director then until now, was that Spielberg still only wanted to use this technology when there was no other way to achieve the scene better with either practical effects or, in many cases, simply having the thing that would otherwise need CGI’d seeming to be in the scene, but not actually show up on camera at all.

For example, consider perhaps the most famous sequence in the entire film- the nighttime T-Rex attack on the Jeeps. In this, the majority of the time the T-Rex’s presence is more or less felt off camera, with this all augmented by generally quick cuts between the very real life-size version of the T-Rex and, when needed, a CGI version of the same. With regards to the former, beyond being created to move in extremely realistic ways, the life-size version that appeared on camera was also extremely helpful to the digital animators as it not only gave them a model to mimic, but also helped them do things like achieve perfectly consistent lighting in the scene and the like.

On top of that, during that scene, there’s a shot where the T-Rex is distracted by a torch and a CGI version of itself walks away from the camera, something the real thing couldn’t do. If you watch the moment in question back, you’ll notice that every step the T-Rex takes shakes the camera and vehicle the characters are sitting inside of. It’s a minor detail sure, but it’s one that not only briefly blurs the visuals a little as the dinosaur is moving, somewhat masking the CGI’s weaknesses, but also sells you on the idea that the thing you’re seeing is actually there- all using a subtle and very easy to achieve practical effect.

On that note, effects supervisor Dennis Muren (who won an Oscar for his work on the film) would later note in an interview with The Hollywood Reporter that a key aspect of what made the CGI dinosaurs in Jurassic Park seem so real is that he and his team gave them a sense of “weight and gravity.”

For an example of a scene where proper weight and gravity isn’t given to a CGI character, go watch this scene from the 2014 Transformers: Age of Extinction and notice how not a single thing on screen other than the humans moves in response to a 30 ton robot backflipping into frame and firing a giant machine gun into the air. Even the shipping container the giant robot lands on doesn’t show any signs of having said massive being curb stomping it, other than a few fake looking CGI sparks.

While you may not consciously register this, the subtle effect is that, while in many ways the CGI on this film is light-years ahead of the original Jurassic Park, because of poor direction and production, it seems much less real looking when nothing in frame is physically reacting to the otherwise very realistic looking CGI object.

In contrast to the Michael Bay directed Transformers, in Jurassic Park, beyond things like the aforementioned camera shake, we have other samples like when a CGI version of the T-Rex steps on the Jeep, it squishes it into the mud and crushes the physical object appropriately. This not only makes it seem more like a real dinosaur is in the scene, but simultaneously draws your eyes to the people being crushed underneath to see what’s happening to them, and away from paying attention to the CGI dinosaur- thus both getting around some of the limitations of CGI at the time and adding an awful lot of tension to the scene to boot- a master director just showing off basically.

And then in other scenes, instead of using a CGI dinosaur which many a modern director would default to, instead they cut to a shot of a physical 30 foot tall animatronic dinosaur headbutting its way into a Jeep full of screaming actors who are all reacting to the same, very real, thing at once.  If you read up on many an interview with Stan Winston on this, he maintains that the beauty of practical effects instead of CGI is that the reaction they inspire from actors is more real, which audiences do pick up on, even if not fully consciously registering the subtle difference.

On the flipside, Winston also is quick to point out the limitations of his craft. For example, a weakness of animatronic models and practical effects is that they’re often unwieldy and in specific regards to the animatronic and model dinosaurs featured in Jurassic Park, not all that nimble at times. Although if you go watch footage of the movements of the near 5 ton T-Rex his team made, it seems rather shockingly nimble in our opinion and its realistic movements are incredible.

Whatever your opinion there, another trick used in that rather famous T-Rex attacking the Jeep sequence is to both set it at night and in the rain to help obscure the limitations of both the practical and digital effects. A similar example is that of the kitchen scene which shows a bunch of velociraptors trying to nibble on the Unix user and her brother.  First, the scene is intentionally dark with lots of shadows and quick cut scenes showing only bits of the dinosaurs.  From there, believe it or not, much of the scene was shot not using CGI, but using some guys in very realistic looking velociraptor costumes. CGI was only used for a few select moments that were too difficult for the stunt guys, such as jumping into the air onto the counter. This is one of the least realistic looking scenes of the film when you watch really closely, but in the moment with the way things are cut and shot and the elements that draw your eye, it comes off looking extremely realistic. You just don’t notice the dinosaur doesn’t look nearly as good as the split second before or after when they were using dudes in costumes.

This ensures the audience is never completely taken out of the scene, unlike, say, the 2001 The Mummy Returns where the Scorpion King looks laughably fake during the final fight, almost completely ruining the climax of the film- a particularly odd choice given that the Rock is already capable of being a rather terrifying hulk of a beast, without needing CGI to achieve the effect.

Or perhaps another great example of this is the difference between the massively better looking 1983 Return of the Jedi Jabba the Hutt vs Jabba’s cameo in the 1997 Special Edition of A New Hope. In the former, Jabba looks incredibly realistic because, well, it’s a real thing being shot in somewhat dim lighting in many scenes to boot. In the latter, he is featured completely CGI in broad daylight, with the effect being he looks incredibly fake to the point that it’s shocking that someone didn’t smack George Lucas on the nose with a rolled up newspaper and say “NO!”

Going back to Jurassic Park, a contrasting example is the film’s final action sequence in which the T-Rex gets in a fight with the velociraptors. As you might expect, this scene is realised almost entirely with CGI and with much better lighting than many other CGI scenes in the film, which could potentially be a problem. However, a number of tricks were used to get around the issues. For example, to add that, to quote, “weight”, subtle things occur to help make the dinosaurs seem more real. For instance, at one point instead of having a raptor jump from up high down to the ground directly, the CGI raptor is instead made to jump onto the skeleton of a T-rex, with the very real prop shaking and breaking appropriately in response.

Similarly, rather than having the CGI dinosaurs going at it with little interaction with their environment, at one point the T-Rex throws a raptor into the physical skeleton, with, again, the physical object made to react just like it would if that had really happened- once again, subtly making the scene feel more real looking than if the T-Rex had just thrown the raptor across the room without hitting anything but the unyielding floor.

If you really pay attention to that scene, there are numerous subtle queues like this used with the CGI dinosaurs constantly affecting actual real, physical objects. This is all combined with extremely quick cuts and pans away from the CGI dinosaurs, as well as occasional objects coming in between you and being able to see said dinosaurs.

The net effect being to make them seem like they are in frame a lot longer and more than they actually are. For example, at one point a CGI raptor is only in scene for about two seconds as it leaps towards the humans. In that extremely brief shot, when it lands, it accidentally kicks a bone on the floor and then stops moving at all for the rest of the scene. The instant it freezes, the camera very quickly pans away, following the actors running away, which, combined with the kicked physical object, all draws your eye away from the oddly mostly motionless CGI dinosaur.

Another factor that made the dinosaurs in Jurassic Park seem so realistic is that while Phil Tippett didn’t get to make any stop motion footage for the film as originally planned, he did serve as a supervisor. Why is this important? Well, digital effects artists working for Industrial Light & Magic would later note that Tippett’s literal decades of experience working with animal motions was an invaluable resource for helping make the dinosaurs seem to move in realistic ways. He was also key in ensuring uniformity of movement and behaviour between the team working on the animatronic dinosaurs and the one working on the CGI ones.

On that note, as a brief aside, Phil Tippett’s officially credited role in the production of Jurassic Park was that of “Dinosaur Supervisor”, with many a joke being made later about this- like “One job, Phil! You had one job!”, referencing the fact that despite his supervision, the dinosaurs in the film were constantly running amok.

Going back to the benefit of having the physical dinos, as alluded to, critically, unlike a film relying exclusively on CGI for various elements, the digital animators had those physical dinos on camera in several scenes to build off of in the scenes themselves. This helped the cuts back and forth between CGI dinosaurs and physical ones be extremely seamless, despite the limitations of the technology of the age.

Yet another subtle difference often suggested making the CGI in Jurassic Park look objectively better than some CGI seen in movies today is that the movie didn’t make use of unnatural color grading. This is extensively used, and many say massively overused, in some modern films. While it can be of benefit in certain sequences or films to achieve a specific effect or feeling to the scene, perhaps most famously and appropriately used in films like The Matrix and O Brother Where Art Thou, overly aggressive ubiquitous digital color grading can sometimes make a movie or scene look slightly unnatural, which in some cases makes the CGI it contains also seem more unnatural than it would have.

Thus it is argued that Jurassic Park, in contrast, has a bit more realistic feel precisely because the world they exist in looks just like our own in coloration- for example, no overlay of a slight blue tint, which is frequent in Jurassic World. As author David Bell notes on this, “This is why the effects in The Avengers and Dawn Of The Planet Of The Apes look so darn good in comparison. Along with dumping… tons of money into the CGI, those movies didn’t wash everything over with color grading to make it look like Middle-goddamn-earth. It’s the actual world, with actual earth tones.”

Whatever your opinion on that last point, to sum up- the reason the CGI looks so good in the original Jurassic Park is paradoxically because the film purposefully used CGI as little as possible, and in very specific ways to mask its limitations. And as for this masterful masking, beyond keeping the dinos off camera a shocking amount when you really pay attention, all while seeming to be in the scene when you’re just watching in the moment, it helped that those behind the film more or less made up a dream team of effects artists, all under the direct supervision of one of the most talented directors in Hollywood history. And, well, it showed.

If you liked this article, you might also enjoy our new popular podcast, The BrainFood Show (iTunes, Spotify, Google Play Music, Feed), as well as:

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The post How Did They Get the CGI in the 1993 Jurassic Park to Look So Good? appeared first on Today I Found Out.



from Today I Found Out
by Karl Smallwood - April 19, 2020 at 11:19PM
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Sunday, April 19, 2020

Eurogamer.net: April 19, 2020 at 10:17AM - This Death Stranding-inspired anorak will set you back £1500

Death Stranding developer Kojima Productions has partnered with a German techwear company to develop J1A-GTKP, a new outerwear jacket inspired by its latest release.

As spotted by an eagle-eyed fan on ResetEra, the new release was seemingly created as a one-off for Hideo Kojima by designer Errolson Hugh - but a limited run briefly appeared for sale for a cool €1752 (that's around £1500 in UK money or $1900+ Stateside). I say briefly because, despite the hefty price tag, it's already sold out.

If the model pictured looks familiar, that's because Hugh themselves was one of many of Kojima's pals that popped up during the game.

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from Eurogamer.net

Saturday, April 18, 2020

Eurogamer.net: April 18, 2020 at 08:37AM - Jill Valentine has some great lines in Resident Evil Resistance

Resident Evil Resistance, the multiplayer portion bundled with the Resident Evil 3 remake, added Jill Valentine to the game - and players are enjoying her new dialogue.

Jill is a survivor character, which means she's available to play as part of a team who tries to escape the clutches of the mastermind player. While Jill has some fantastic lines in the Resident Evil 3 remake - her "bitch can't even swim" quip to Nemesis is an instant meme - voice actor Nicole Tompkins plays it mostly serious in the main game. But in Resistance, Tompkins is having a lot more fun, and ramps up the cheese to great effect.

"That was close! I almost became a Jill sandwich!" is perhaps my favourite of her new lines.

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Eurogamer.net: April 18, 2020 at 06:11AM - Here's a first look at the Nier mobile phone game

Square Enix has released a snippet of gameplay of the Nier mobile phone game.

Nier Reincarnation is an iOS and Android role-playing game produced by Yosuke Saito, directed by Yoko Taro, and developed by Applibot with character design by CyDesignation. The gameplay video doesn't offer much: we see the touch controls icon and the player character running forward as the music ramps up and the camera does its cinematic thing across a barren, post-apocalyptic landscape.

Things are hotting up in the world of Nier, which turns 10 on 22nd April 2020. As well as a mobile phone game, an upgraded version of Nier Replicant is in the works for PC, PlayStation 4 and Xbox One.

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Eurogamer.net: April 18, 2020 at 01:51AM - The Cyberpunk 2077 limited edition Xbox One X glows in the dark

Microsoft has unveiled the Cyberpunk 2077 Xbox One X Limited Edition console after a brief "are we hacked?" tease that was spoiled by a retailer earlier this week.

The console, out June 2020, glows in the dark, has laser etchings, an LED light, suitably cyberpunk custom panels and a Cyberpunk 2077-themed custom controller.

Fans had spent a few days fussing over a tease on the Xbox website that was meant to lead up to the reveal of the console, but our trigger-happy friends at Amazon Canada listed the controller early.

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Friday, April 17, 2020

Eurogamer.net: April 17, 2020 at 09:27AM - I'm on Pokémon Safari in my kitchen

Right now I should be in Liverpool, walking around a massive park with thousands of other Pokémon Go-ers, but instead I'm in my kitchen.

It's a relatively decent-sized kitchen - that's according to Digital Foundry's John Linneman, who had a peek as we compared home working setups yesterday. But, as roomy as it is, it's not designed for playing Pokémon Go. And, more to the point, Pokémon Go isn't designed for it.

And yet here we are. I'm not in Liverpool, and neither are the tens of thousands of other fans who had tickets. And it's unlikely any of us will be in the near future. So while Pokémon Go's Liverpool Safari Zone - like all of developer Niantic's physical events - is postponed rather than outright cancelled, ticket holders have been given this bonus remote-only version to tide us over until our proper day in the Merseyside sun.

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Eurogamer.net: April 17, 2020 at 08:44AM - PS Now is currently 25% off for new subscribers

Sony is currently discounting a 12-month PS Now subscription by 25 per cent for new subscribers.

It's currently on offer until the end of the month directly through the PSN Store for £37.49.

You can even save yourself a few extra quid if you pick up £40 PSN credit from ShopTo for £33.85 and use that to pay for it!

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Eurogamer.net: April 17, 2020 at 08:11AM - Museum lets Animal Crossing players import its art collection

You can't visit the Getty Museum in California right now thanks to the coronavirus lockdown, but fear not art fans, as you now have an alternative way to visit. Albeit virtual and rather pixelated.

Thanks to the custom designs feature in Animal Crossing: New Horizons, it's possible to download patterns created by other players - and the Getty has taken advantage of this to let anyone download art from its collection (thanks, Polygon).

Over 70,000 pieces of artwork have been uploaded to the Getty's Animal Crossing Art Generator, where users can search for specific pieces or painters, crop the artwork, and convert it into an easily-downloadable QR code for Animal Crossing. Simply scan the QR code using the Nintendo Switch companion app for smartphone, download the design via your NookPhone, and bang - Van Gogh's on your wall. It's even possible to upload artwork from other museums using IIIF (technology used by museums and art galleries to show art online).

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Eurogamer.net: April 17, 2020 at 07:22AM - Selena Gomez suing fashion game for using her likeness

It's a game you've probably never heard of before, but Clothes Forever - Styling Game has landed itself in legal trouble with Selena Gomez, with the actress and singer claiming the game used her likeness without permission. Talk about stealing her look.

As reported by Variety, the $10m (£8m) lawsuit says one of the characters is obviously based on Gomez, and the developer "never requested, consulted, or informed Gomez regarding the use of any of her publicity rights in connection with the game". The suit has been filed against both Chinese publisher Guangzhou Fiedong Software Technology, and UK-based developer MutantBox Interactive Limited, which owns the copyright for the game. The developer does not list Clothes Forever - Styling Game on its website - but perhaps that's understandable, given this whole episode seems to been a fashion faux-pas.

Clothes Forever - Styling Game, which was being sold on the iTunes Store (but appears to have been pulled) was one of those dime-a-dozen mobile titles where players could buy jewel packs of up to $99.99 (£80.04) to unlock items. Perhaps diamond-a-dozen is more accurate. Players could dress up celebrities such as "Kardashian, Gigi, Beyonce [and] Taylor", or even "dump sexy hunks like Leo, Justin, Zac or Messi". Wait, Lionel Messi?

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from Eurogamer.net

Eurogamer.net: April 17, 2020 at 06:57AM - For the first time, I'm having fun with Fallout 76

When I reviewed Fallout 76 at launch, I said it was in desperate need of a hub - a town or a city filled with NPCs. Now, with the release of free update Wastelanders, it's not just got one city, it's got two - and a bucketload of NPCs to boot.

The addition of NPCs and all they bring with them - dialogue choices, voice acting, quests and actual story - drags Fallout 76 towards the traditional single-player Fallout experience, and it's all the better for it. Fallout 76 is improved in pretty much every department just by having other characters in the game world who speak and who are not robots. Even hearing enemy raiders chat while they're skulking about is refreshing, not because it is a remarkable thing for a Fallout game, but because it is a remarkable thing for Fallout 76. This is the thing about the Wastelanders update: it feels great because Fallout 76 was so bad.

I stuck with Fallout 76 for a month or so after it came out, then dropped off pretty hard. So I dusted off my existing character and entered the post-apocalypse expecting the most significant of refreshes - a relaunch of Fallout 76, really. And to Bethesda's credit, Wastelanders is it.

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Eurogamer.net: April 17, 2020 at 06:47AM - Total War: Warhammer 2 free to play on Steam all weekend

Creative Assembly's wonderful fantasy strategy game Total War: Warhammer 2 is free to play on Steam all weekend.

In fact, it's free to play right now, until 9pm UK time on Sunday, 19th April.

All Total War: Warhammer 2 "free-LC" can be played during the free weekend, but you'll need to download these separately. If you buy Warhammer 2 DLC during the free weekend, you won't need to re-buy it if you decide to buy the main game later.

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Eurogamer.net: April 17, 2020 at 06:20AM - Streets of Rage 4 comes out at the end of April

Streets of Rage 4 comes out on 30th April on PC, PlayStation 4, Nintendo Switch and Xbox One. It'll also head into Xbox Game Pass on that date.

The retro beat-em-up sequel includes a battle mode, which was seen in Streets of Rage 2 and 3. The video, below, runs through how it works.

Streets of Rage 4 is the first new main entry in Sega's famous old series for an eye-watering 25 years. It's a collaborative effort between publisher and co-developer Dotemu (publisher of Wonder Boy: The Dragon's Trap, developer of Windjammers 1 and 2), and co-developers Lizardcube (Wonder Boy: The Dragon's Trap) and Guard Crush Games (Streets of Fury). It includes classic characters Axel, Blaze and Adam, alongside newcomers. There's a hand drawn art style and a new scenario, with an original soundtrack from Olivier Derivière with help from series composers Yūzō Koshiro and Motohiro Kawashima.

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Eurogamer.net: April 17, 2020 at 06:10AM - Looks like the first Apex Legends season 5 teaser is here

It's about the time when we'd expect to see some teasers for Apex Legends season five, and after the explosive start to season four which saw one legend get killed before he'd even entered the arena, there are certainly high expectations for the new season's reveal. Well, the first hints are here - and they're certainly intriguing.

Players had been searching for a season five teaser after prolific Apex dataminer Shrugtal found a reference to it in recent update files, and one player eventually located a keycard in Dome on World's Edge. Activating the keycard brings up a series of lines which reference Singh Labs - the facility added to Kings Canyon in season two, and from which Wraith escaped as part of her Voidwalker backstory. The keycard also bears the logo of ARES Division, the armed research and development wing of the IMC from Titanfall, responsible for finding useful alien technologies from across the Frontier. Perhaps ARES is interested in recovering something from Singh Labs, although at this point everything remains rather mysterious.

Something that does seem very likely for season five is the addition of Loba, who was shown as a young girl at the end of the season four trailer. Shrugtal has already found a model of her in-game, along with several weapon skins themed around the idea of wolves (Loba means wolf in Portuguese, if you were wondering).

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from Eurogamer.net

Eurogamer.net: April 17, 2020 at 04:00AM - Five of the Best: Gardens

Five of the Best is a weekly series about the bits of games we overlook. I'm talking about potions, hubs, bags, mountains, anything really - but things we ignore at the time. Then, years later, we find they're cemented in our memory, inseparable from our experience of the game. Turns out they were important after all. So now we're celebrating them.

Five of the Best works like this. Various Eurogamer writers will share their memories in the article and then you - probably outraged we didn't include the thing you're thinking of - can share the thing you're thinking of in the comments below. We've had some great discussions in our other Five of the Best pieces. Some of you have memories like elephants!

Today's Five of the Best is...

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Eurogamer.net: April 17, 2020 at 02:23AM - The storm chaser of Red Dead Redemption 2

Despite their enormous size and terrifying presence, it's fair to say most players don't spend a great deal of time thinking about Red Dead Redemption 2's storms. I'd always assumed the storms were simply random weather events that spawned and vanished as soon they passed overhead. Something to create ambience while you travel the world (or a surprisingly calming ASMR soundtrack to listen to while writing). Peel back the cloud cover, however, and you'll discover there's a good deal more to them.

Over on Reddit, one player decided to take a closer look at Red Dead Redemption 2's weather system, and came back with some unexpected findings. After asking members of the reddeadmysteries subreddit for help in tracking down lightning strike spots, "MC_Ulfric" (also known as "InsertRandomNameHere") hopped on his horse to follow the storms himself - across the entire map. This wasn't just a simple sightseeing tour, either, as MC_Ulfric carefully watched where the largest lightning strikes hit the ground, and compiled the data from three storms into a map that shows Red Dead Redemption 2's storms are anything but static.

I was captivated by the idea of a lone rider out in the pouring rain, making detailed notes about the storm's behaviour in a soggy journal. So I got in touch to ask MC_Ulfric more about his adventures in the Wild West, and how he'd managed to track the storms.

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Thursday, April 16, 2020

We’re Hiring

For those interested:

Check out the job posting page here

The post We’re Hiring appeared first on Today I Found Out.



from Today I Found Out
by Daven Hiskey - April 16, 2020 at 05:26PM
Article provided by the producers of one of our Favorite YouTube Channels!
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Eurogamer.net: April 16, 2020 at 12:21PM - Minecraft's RTX beta is out now - and it's simply beautiful

Users of Nvidia's RTX graphics cards are in for a treat today: a beta version of the fully path-traced version of Minecraft is available, giving users unfettered access to a version of the game running under the DirectX ray tracing API. In combination with the launch, key Minecraft creators have teamed up with Nvidia to showcase path tracing to spectacular effect, with six bespoke maps available to download from the Minecraft marketplace. On top of that, this release also sees the debut of physically based materials. Downloading any one of the creator maps released today automatically adds these textures into the game, but users can also create their own materials and 'side-load' them into the game.

Let's not mince words here - path tracing in Minecraft is one of the most transformative uses of ray tracing we've seen. While the core visuals themselves are rather simplistic (it is Minecraft after all), this means that there's a surfeit of GPU power that can be reployed into pushing ray traced effects to extreme levels. Most RT-enabled games use a combination of standard rasterisation techniques with ray tracing features on top - hybrid rendering, if you like. In Minecraft RTX, everything is ray traced: every element is realistically, correctly lit - and as you'll see in the embedded video below, the extent of this implementation produces effects we've never seen in games before.

Of course we have seen different flavours of ray tracing in Minecraft attempted already, kicking off with an initial rendition for the Java version of the game that may well have served as an inspiration for the 'real deal'. However, while impressive as a starting point, it still used rasterisation for the geometry and for the first bounce of light, and as a consequence, shadows weren't ray traced either. All skinned objects were also rasterised, so screen-space reflections and screen-space global illumination were blended in to cover models and transparencies like grass. Effectively, only the bounce lighting was path traced, and only from the blocks.

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Eurogamer.net: April 16, 2020 at 08:51AM - Eurogamer readership survey 2020

Hello! It's that time of year again, when we ask if you would be kind enough to fill out a quick survey telling us about yourself.

Here it is: the 2020 Gamer Network Readership Survey

The survey takes about 10 minutes to complete and is shared across Eurogamer and all our sister sites, like VG247, USG and Rock Paper Shotgun (so if you've already found it via one of those sites, no need to do it again). It covers a range of topics: your gaming tastes and habits, what gaming equipment you own or intend to buy, which gaming sites you read, your other leisure pastimes and so on. There are some quite personal questions in there, but you don't have to tell us anything you don't want to. Just skip those questions and move on. The survey is anonymous and we won't be able to tell who you are by the answers you give.

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Eurogamer.net: April 16, 2020 at 08:42AM - Star Wars Episode I: Racer arrives on PS4, Switch next month

Get ready, set, gungan for a remastered version of Star Wars Episode I: Racer, the actually very good retro racing game which has gained a new lick of paint.

This new version, spruced up by port specialists Aspyr, launches for Nintendo Switch and PlayStation 4 on 12th May. It costs $15 (about £12).

Originally released for PC and N64 back in 1999, this arcade-style racer took one of Phantom Menace's worst sections and turned it into a fun multiplayer game. There are tracks themed around various Star Wars worlds, not just Tatooine, and plenty of prequel characters to play as. Finally, Sebulba can beat that little brat Anakin!

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from Eurogamer.net

Eurogamer.net: April 16, 2020 at 05:32AM - OlliOlli devs Roll7 just released a whole new game for free

If you're looking for a way to kill time during the ongoing lockdown, Roll7 might have just the thing for you. The studio behind Laser League and OlliOlli have just released abstract puzzler RunMe for free, and it's available to download now.

It's a PC-only joint and is the work of creative director John Ribbins, with its origins emanating from a demo the studio put together back in 2018 that was then polished up before being shopped around to publishers. As such what you're playing isn't quite complete, but there's more than enough there to get your teeth stuck into - I've had a little tinker and the aesthetic, feel and flow of the thing is just sublime, as you'd probably expect from a studio with roll7's pedigree.

You can get hold of RunMe, for free, over here - the only real requirement is a three-button mouse, and I'm sure it'll run on most rigs. And also it's definitely worth a bit of your time.

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Eurogamer.net: April 16, 2020 at 03:36AM - Crysis Remastered revealed, coming to Nintendo Switch

Crysis Remastered has been revealed via the official website.

As spotted by Twitter user lashman, Crytek's website confirms the open world sci-fi first-person shooter is coming to Nintendo Switch for the first time, as well as PC, PlayStation 4 and Xbox One.

Here's the official line:

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Eurogamer.net: April 16, 2020 at 02:39AM - Konami postpones PES 2020 Euro 2020 update

Konami has delayed the Euro 2020 update for PES 2020. It was due to come out on 30th April.

The real-life Euro 2020 tournament, which was due to take place this summer, was postponed due to the ongoing coronavirus outbreak.

As a result of this and the closure of Konami's Japan office, Konami has now delayed the Euro 2020 DLC, and cancelled plans to release a physical version of PES 2020 with a Euro 2020 cover.

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Eurogamer.net: April 16, 2020 at 02:01AM - Dark Souls 3 is only £6 in the Gamesplanet Spring Sale

Gamesplanet's Spring Sale has dodge-rolled into its seventh day in style with a massive 85 per cent discount on Dark Souls 3.

Undoubtedly, it's one of the lowest prices we've seen for the soul-crushing RPG. And well worth it at that price when you consider it was called “a spectacular conclusion to From Software's trilogy” in the Eurogamer Dark Souls 3 review. Even as the world's worst Dark Souls player, I'm half tempted to give the third entry another bash as it's so cheap.

You can also find the Deluxe Edition on sale, which comes bundled with all DLC.

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