Ars TechnicaToday Ars Technica is joined by Warren Spector, designer and director of the highly influential Deus Ex. Released in 2000, Spector set out to create the game of his dreams, one that would blend aspects of stealth, role playing, and first person shooters in innovative ways - and the legacy of his success can be seen across all modern shooting games.
How Deus Ex Blended Genres To Change Shooters Forever | War Stories | Ars TechnicaArs Technica2021-12-16 | Today Ars Technica is joined by Warren Spector, designer and director of the highly influential Deus Ex. Released in 2000, Spector set out to create the game of his dreams, one that would blend aspects of stealth, role playing, and first person shooters in innovative ways - and the legacy of his success can be seen across all modern shooting games.
How Deus Ex Blended Genres To Change Shooters Forever | War Stories | Ars TechnicaHow The Callisto Protocols Animations Came To Life With Motion Capture | Ars TechnicaArs Technica2022-11-29 | Ars Technica returns to the headquarters of Striking Distance Studios to join Dead Space creator Glen Schofield and his team on their state-of-the-art motion capture stage as they create the ferocious character animations found in their upcoming release 'The Callisto Protocol.'
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow Lighting Design In The Callisto Protocol Elevates The Horror | Ars TechnicaArs Technica2022-11-22 | Ars Technica returns to the headquarters of Striking Distance Studios to join Dead Space creator Glen Schofield and his team as they detail the intricate lighting effects and innovative artwork on display in their upcoming release 'The Callisto Protocol.'
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow The Callisto Protocols Audio Team Designed Its Terrifying, Immersive Sound | Ars TechnicaArs Technica2022-11-15 | Ars Technica brings you back to Striking Distance Studios with Dead Space creator Glen Schofield and his team as they work on designing the dynamic, immersive, and precisely timed audio components of their upcoming release 'The Callisto Protocol.'
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow The Callisto Protocols Gameplay Was Perfected Months Before Release | Ars TechnicaArs Technica2022-11-08 | Ars Technica brings you into the war room with Dead Space creator Glen Schofield and his team at Striking Distance Studios as they fine-tune the gameplay of their upcoming release, The Callisto Protocol. See exclusive gameplay footage and be in the room with the creators in the lead up to launch day.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow Scientists Respond to Science Deniers | Edge Of Knowledge | Ars TechnicaArs Technica2022-07-13 | "We never landed on the moon." "Climate change is a hoax." "Vaccines are ineffective." Our culture feels riddled with anti-science sentiment and there's no one factor to blame or easy solution to address it. How did we get here and what effect is it having on scientists and their research? Dr. Paul Sutter breaks down the societal elements in play and interviews some of his contemporaries to get a sense of where we go from here.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaWhat Is Dark Energy? An Astrophysicist Explains | Edge Of Knowledge | Ars TechnicaArs Technica2022-06-14 | When scientists set out to measure what they expected to be a slow down in the expansion of the universe, they discovered the exact opposite: the expansion of the universe isn't slowing, but accelerating. The unknown forces behind this acceleration have been dubbed 'dark energy' - and Dr. Paul Sutter breaks down what we know about it, what we don't, and where current research is leading us.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow Gears Of War Almost Didnt Have Multiplayer | War Stories | Ars TechnicaArs Technica2022-05-26 | On this edition of War Stories Lee Perry, Gameplay Designer and Level Designer of the original Gears of War, joins Ars Technica to recount how the legendary shooter that spawned a franchise almost left its multiplayer mode ambitions on the cutting room floor.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaExploring The Future Of Earths Changing Climate | Edge Of Knowledge | Ars TechnicaArs Technica2022-04-28 | Our planet has seen its climate fluctuate significantly across billions of years, but the past 100 years has seen an unprecedented spike in Earth's temperature. Dr. Paul Sutter returns to Ars Technica to break down the factors behind our changing climate, where we go from here, and what there's still time left to influence.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaAstrophysicist Breaks Down The Origins Of Life | Edge Of Knowledge | Ars TechnicaArs Technica2022-04-19 | Astrophysicist Dr. Paul Sutter returns to Ars Technica to once again take us to the Edge Of Knowledge, this time unraveling the origins of life on Earth. Dr Sutter is joined by molecular and cell biology expert Dr. John Timmer to discuss what we know, what we don’t, and how we’re trying to find out more.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow Do Black Holes Die? | Edge Of Knowledge | Ars TechnicaArs Technica2022-03-29 | Astrophysicist Paul Sutter returns to once again take us to the Edge Of Knowledge, this time to ponder the paradoxes of black holes. If nothing is supposed to escape a black hole, how can they emit miniscule amounts of radiation? What's the fate of matter sucked into a black hole once the black hole itself dies? Dr Sutter is joined by fellow astrophysicist Dr. Moiya McTier to discuss what we know, what we don’t, and how we’re trying to find out more.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaVolkswagen’s Electric ID. Buzz: A Bus Full Of Tech | Ars TechnicaArs Technica2022-03-11 | Ars Technica Automotive Editor Jonathan Gitlin shares his first impressions of Volkswagen's long-awaited electric minibus, the ID. Buzz. From exploring the interior full of playful touches to outlining what we know about the specs, find out how successful VW was in swapping flower power for battery power.
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0:00 Introduction
0:10 Specs
0:34 Background
0:57 First Impressions
1:15 What Jumped Out
1:49 The Size
2:45 Practicalities and Impracticalities
3:36 There’s Buzz About The Buzz
4:35 Most Surprising Feature
4:56 Translating Into Production
6:19 What About The Cons?
6:43 Summary
Connect with Ars Technica:
Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaLight Up Gaming Keyboard Review: Asus ROG Strix Flare II Animate | Ars TechnicaArs Technica2022-03-04 | Ars Technica Senior Products Expert Scharon Harding reviews the ROG Strix Flare II Animate, Asus's new mechanical gaming keyboard with hot-swappable switches, an 8000 Hz polling rate, and a programmable LED display.
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Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaSteam Deck Review: Buy One Or Wait? | Ars TechnicaArs Technica2022-02-25 | Ars Technica Tech Culture Editor Sam Machkovech gives his review of Valve's hotly anticipated portable gaming PC, Steam Deck. Does it live up to the promise of taking your entire steam library on the go? How much can the battery handle? And most importantly - should you buy one or not?
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0:00 Introduction
1:48 Functionality
3:58 Specs
5:12 The Pros
7:11 The Cons
8:41 Software
9:02 Conclusion
Connect with Ars Technica:
Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaHow Could Humans Colonize Mars? | Edge Of Knowledge | Ars TechnicaArs Technica2022-02-10 | Mars: the red planet. It's been stoking the fires of our interplanetary imagination for generations yet we still haven't managed to visit our neighbor in person, let alone set up any long envisioned permanent colonies. Astrophysicist Paul Sutter explains the barriers complicating humanity's efforts to put roots down on Mars, how we might overcome them, and what it would look like to expand our footprint across the solar system.
Connect with Ars Technica:
Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaWhat Is Dark Matter? An Astrophysicist Explains | Edge Of Knowledge | Ars TechnicaArs Technica2022-01-19 | We see evidence for dark matter everywhere we look but proving hypotheses around it has been exceptionally difficult. Astrophysicist Paul Sutter explains everything about this mystery in a way almost anyone can understand - what we know about dark matter, what don’t, and how we’re trying to find out more.
Connect with Ars Technica:
Visit ArsTechnica.com: http://arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnicaUnsolved Mysteries Of Quantum Leap With Donald P. Bellisario | Unsolved Mysteries | Ars TechnicaArs Technica2021-05-25 | Today "Quantum Leap" series creator Donald P. Bellisario joins Ars Technica to answer once and for all the lingering questions we have about his enduringly popular show. Was Dr. Sam Beckett really leaping between all those time periods and people or did he simply imagine it all? What do people in the waiting room do while Sam is in their bodies? What happens to Sam's loyal ally Al? 30 years following the series finale, answers to these mysteries and more await.
Unsolved Mysteries Of Quantum Leap With Donald P. Bellisario | Unsolved Mysteries | Ars TechnicaUnsolved Mysteries Of Warhammer 40K With Author Dan Abnett | Ars TechnicaArs Technica2021-05-05 | Today Ars Technica is joined by acclaimed author Dan Abnett to answer an army of questions about the epic Warhammer 40,000 universe.
Thank you to the /r/40kLore and /r/Warhammer40K subreddits for providing questions.
Unsolved Mysteries Of Warhammer 40K With Author Dan Abnett | Ars TechnicaPatrick (H) Willems Reacts To His Top 1000 Comments On YouTube | Ars TechnicaArs Technica2021-03-22 | We searched through Patrick Willems’ most popular videos, picking the top 1000 comments based on number of likes, first comments, and frequently asked questions. Then, we asked Patrick to sit down and take us down memory lane. From the humble starts right up to the present, we've woven together a personal history of Patrick Willems’ fans engaging with and responding to his channel - and presented it to the man himself.
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Patrick Willems is a filmmaker and film critic on YouTube.
Patrick (H) Willems Reacts To His Top 1000 Comments On YouTube | Ars TechnicaSteve Burke of GamersNexus Reacts To Their Top 1000 Comments On YouTube | Ars TechnicaArs Technica2021-01-21 | We searched through GamersNexus’ most popular videos, picking the top 1000 comments based on number of likes, first comments, and frequently asked questions. Then, we got Editor-in-Chief Steve Burke to sit down and take us down memory lane. Ranging from the earliest days of the channel right up to the present, we've woven together a personal history of GamersNexus on YouTube - and captured Steve’s reactions to the whole thing.
Steve Burke of GamersNexus Reacts To Their Top 1000 Comments On YouTube | Ars TechnicaAmnesia: The Dark Descent Creative Director Thomas Grip: Extended InterviewArs Technica2020-12-22 | Ars Technica is proud to present our extended interview with Thomas Grip, creative director at Frictional Games and designer of the 2010 survival horror classic Amnesia: The Dark Descent. Learn more about the challenges Thomas and his collaborators faced in bringing their terrifying vision to life, the creative decisions that would echo through Frictional Games’ future titles and other surprising facets of what went into making one of the most frightening games ever.
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00:00 Introduction
00:23 It All Started With Penumbra
03:05 Removing Combat In Penumbra
08:33 Inspiration For Amnesia
10:02 The Team
11:09 Can We Make It Simpler?
15:08 Financial Constraints & Creative Direction
18:53 Game Loops & Traditional Game Design
22:00 Games As Art & Influence On Gameplay
25:02 False Starts
28:56 How To Make Light & Dark Scary
30:31 Sanity System
38:51 Using The Unknown To Create Horror
42:04 Directing Players To Focus On Details
43:30 Using Player Imaginations To Create Tension
50:13 Guiding Expectations Using Familiar Environments
53:51 What We Learned & How It Influenced Soma
Amnesia: The Dark Descent Creative Director Thomas Grip: Extended InterviewModern Vintage Gamer Reacts To His Top 1000 Comments On YouTube | Ars TechnicaArs Technica2020-12-15 | We searched through Modern Vintage Gamer’s most popular videos, picking the top 1000 comments based on number of likes, first comments, and frequently asked questions. Then, we got the man himself to sit down and take us down memory lane. Ranging from the earliest days of his channel right up to the present, we've woven together MVG’s personal history on YouTube - and captured his reactions to the whole thing.
Modern Vintage Gamer Reacts To His Top 1000 Comments On YouTube | Ars TechnicaBlade Runner Game Director Louis Castle: Extended Interview | Ars TechnicaArs Technica2020-11-30 | Ars Technica is proud to present our extended interview with Westwood Studios co-founder Louis Castle - the executive producer, art director, and technical director behind the influential 90’s point and click PC adaptation of Blade Runner. Learn more about the challenges Louis and his team overcame in converting the Blade Runner universe into an interactive environment, reinventing adventure games and taking players on an audiovisual journey on par with Ridley Scott’s sci-fi masterpiece.
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00:00 Introduction
00:30 The Landscape of Mid-90s Gaming
01:23 When Westwood Got Involved
02:44 Building The World With New Tech
08:07 Blurring The Lines Of Reality
13:20 The Team & The Gameplan
17:38 Building Blocks Of The Characters
25:21 Staying True To The Film
27:37 Getting More Funding
28:55 Finishing The Game
30:40 The Power Of Planning
31:30 Evolving Tech During Development
33:40 Using Dirty Buffers For Live Renders
35:00 Boosting Sales Via Low-End Machines
36:43 Realism Of Unreliable Clues
39:47 The Meta Of Making NPCs More Human
Blade Runner Game Director Louis Castle: Extended Interview | Ars TechnicaHow The NES Conquered A Skeptical America In 1985 | War Stories | Ars TechnicaArs Technica2020-10-29 | Today on War Stories, Ars Technica is joined by Gail Tilden, the visionary marketing mind behind Nintendo of America's triumphant launch of the NES in 1985. 35 years ago, Nintendo knew they had a winner on their hands with the revolutionary Nintendo Entertainment System. However, following the early-1980’s collapse of the U.S. video game market, skeptical retailers and consumers alike would prove a difficult obstacle in bringing their product to the masses. Learn surprising details about the ups and downs Gail and her band of colleagues overcame in making the NES the cultural icon it is today, the methodology and partnerships that went into convincing doubtful retailers, and how Nintendo ultimately persuaded millions of families to open their living rooms to more than "just the next fad." If Gail's interviews for "High Score" on Netflix left you wanting more, this episode has you covered.
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00:00 Introduction
00:58 A Famicom For The U.S.
05:54 Convincing America That This Was New
10:52 The NES - Fun For The Whole Family
19:44 Now You’re Playing With Power
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Footage used in this video:
News Report: Nintendo's Revival of the Video Game Industry. December 1988
youtube.com/watch?v=59JesM8mIFQ
How The NES Conquered A Skeptical America In 1985 | War Stories | Ars TechnicaScott Manley Reacts To His Top 1000 YouTube CommentsArs Technica2020-10-20 | We searched through Scott Manley’s most popular videos, picking the top 1000 comments based on number of likes, first comments, and frequently asked questions. Featuring his most rocket science exploits with Kerbal Space Program and pulling from all of his forays into flight, we've woven together Scott Manley’s personal history on YouTube - and captured his reactions to the whole thing.
Scott Manley Reacts To His Top 1000 YouTube CommentsHow Horror Works in Amnesia: Rebirth, Soma and Amnesia: The Dark Descent | Ars TechnicaArs Technica2020-10-13 | Today Ars Technica takes you inside the mind of Frictional Games co-founder Thomas Grip to dissect the philosophy behind their critically-acclaimed horror games. From 2010’s Amnesia: The Dark Descent to 2015’s Soma and continuing with the upcoming Amnesia: Rebirth, Thomas and his colleagues have worked to elevate horror gaming from a sequence of jump-scares into something much more terrifying. By directing their focus into a complex narrative, and bringing menacingly interactive environments to life, Thomas and Frictional Games prove that nothing scares players like immersion in a story.
00:00 Introduction
00:50 Dark Beginnings
05:18 Scare Tactics
14:24 Mind Games
18:38 Tools of Suspense
23:47 Tactility and Immersion in Rebirth
33:34 Narrative and Nightmares
41:04 Burying The Past and Amnesia: Rebirth
How Horror Works in Amnesia: Rebirth, Soma and Amnesia: The Dark Descent | Ars TechnicaLGRs Clint Basinger Reacts To His Top 1000 YouTube Comments | Ars TechnicaArs Technica2020-09-22 | We searched LGR's most popular videos and picked the top 1000 comments based on number of likes, first comments, and frequently asked questions. From looking back on his earliest efforts to revisiting some of his biggest reviews and unboxing videos, we've woven together Clint Basinger's personal history with LGR - and captured his reactions to the whole thing.
LGR's Clint Basinger Reacts To His Top 1000 YouTube Comments | Ars TechnicaHow Forzas Racing AI Uses Neural Networks To Evolve | War Stories | Ars TechnicaArs Technica2020-09-13 | Today on War Stories, Ars Technica is joined by Dan Greenawalt, Creative Director of the Forza franchise, who takes us through the colossal potential (and many challenges) of utilizing deep neural networks to build sophisticated racing AI. Beginning with the original Drivatar AI in Forza Motorsport for XBOX in 2005, Greenawalt and his colleagues experimented with computer learning, refining their methods from iteration to iteration. It was once the AI system was unshackled from local hard drives and placed online in Forza Motorsport 5, however, that the floodgates truly opened. As the AI rapidly evolved, producing unexpected new behaviors, the Forza team quickly learned how challenging it would be to wield this two-edged sword in creating realistic opponents.
00:00 Introduction
00:42 Chapter 1: The Setup
07:17 Chapter 2: The Problems With AI
11:00 Chapter 3: Drivatar
19:24 Chapter 4: Rubber-banding
23:32 Chapter 5: The Lesson
Thank you to the following YouTube users for gameplay footage:
kevi86
TheYamiks
pHiLaToR99
Tyerell
testdrive426
Alex SandOr
Paragleiber (Gleiber)
GameplayOnly
SpecAgentProduction
POWERHOUSEHD
John GodGames
Freelancer Gamer
Pirate Love
SnoopZaKT1
ApexClone
RapidKiller11b
THE RED DRAGON
How Forza Uses Neural Networks To Evolve Its Racing AI | War Stories | Ars Technica30 People Play Mario Kart 8 From Newbies to Pros | Ars TechnicaArs Technica2020-09-01 | Watch as 30 people (ranging from newbies to seasoned gamers) try their hand at Mario Kart 8 for Nintendo Switch. Ars Technica is joined by Taylor Bauer, gaming editor for Comic Years along with Mario Kart 8 speedrunner and world record holder Amber_cxc, who gives an expert tutorial on mastering advanced drifting techniques for conquering Rainbow Road. Then, watch how our group of 30 succeeds (and doesn’t) in putting those lessons into practice. What’s your favorite course in Mario Kart 8?
30 People Play Mario Kart 8 From Newbies to Pros | Ars TechnicaZach King Reacts To His Top 1000 YouTube Comments | Ars TechnicaArs Technica2020-08-25 | We searched filmmaker and illusionist extraordinaire Zach King's most popular videos and picked the top 1000 comments based on number of likes, first comments, and frequently asked questions. From the kind of camera and editing software he used to get started to discovering his favorite videos to make, we took Zach on a tour of his personal history and recorded his reactions.
Zach King Reacts To His Top 1000 YouTube Comments | Ars TechnicaHow One Gameplay Decision Changed Diablo Forever | War Stories | Ars TechnicaArs Technica2020-08-18 | Today on War Stories, Ars Technica is joined by Diablo lead programmer David Brevik to break down the genesis and development of a PC hack & slash masterpiece. Unbeknownst to some, the original concept for Diablo called for a traditional, turn-based RPG - a genre Brevik came of age with and was heavily influenced by. However, following a fateful vote by show of hands at the Blizzard North offices, Diablo became something new entirely and an initially reluctant David Brevik was on the cusp of creating the first entry in a legendary action role-playing series.
How One Gameplay Decision Changed Diablo Forever | War Stories | Ars TechnicaSubnautica Director Charlie Cleveland: Extended Interview | Ars TechnicaArs Technica2020-08-11 | Ars Technica is proud to present our extended interview with Subnautica Director Charlie Cleveland. Learn more about the genesis of the critically acclaimed underwater survival game as Charlie goes into deep detail about his goals when creating the game and the challenges he faced in achieving them.
Subnautica Director Charlie Cleveland: Extended Interview | Ars TechnicaUnsolved Mortal Kombat Mysteries With Dominic Cianciolo From NetherRealm Studios | Ars TechnicaArs Technica2020-08-04 | Today Ars Technica is joined by Dominic Cianciolo, story and voice over director at NetherRealm Studios, to answer your burning questions about the unsolved mysteries of the Mortal Kombat universe.
Thank you to r/MortalKombat on reddit and the Ars Technica community for providing questions!
Directed and Produced by Justin Wolfson
Edited by Ron Douglas
Unsolved Mortal Kombat Mysteries With Dominic Cianciolo From NetherRealm Studios | Ars TechnicaHow Amazon’s “Undone” Animates Dreams With Rotoscoping And Oil Paints | War StoriesArs Technica2020-07-14 | Today on War Stories Ars Technica is joined by Hisko Hulsing, director and production designer of the Amazon original series “Undone.” The award-winning animator breaks down how he and his team achieved the show’s unique look, taking footage of actors shot on a soundstage and transforming them into impressionistic dreamscapes. Combining modern digital techniques like projection mapping with environments handcrafted in oil paints, “Undone” represents a new apex in Hikso Hulsing’s craft and a new frontier in cutting-edge, adult animation.
Season 1 of Undone is available to stream now on Amazon Prime Video
How Amazon’s “Undone” Animates Dreams With Rotoscoping And Oil Paints | War StoriesStar Control Creators Paul Reiche & Fred Ford: Extended Interview | Ars TechnicaArs Technica2020-07-07 | Ars Technica is proud to present our extended interview with Star Control creators Paul Reiche and Fred Ford. Watch as they discuss the genesis of their groundbreaking fusion of strategy and one-on-one ship combat, taking a deep dive into many of the people and factors involved in creating the Star Control series.
Star Control Creators Paul Reiche & Fred Ford: Extended Interview | Ars TechnicaFighter Pilot Breaks Down Every Button in an F-15 Cockpit | Ars TechnicaArs Technica2020-06-30 | Today Ars Technica brings you inside the pilot’s seat of an F-15C Eagle fighter jet to break down every button in the cockpit. Join retired United States Air Force pilot Col. Andrea Themely as she walks you through everything at your disposal, from emergency features and communication controls to navigation features and weapons and defense. With 1100 hours of experience piloting F-15’s, Col. Themely expert eye is ready to guide you each step of the way.
Special Thanks for supporting the filming of this video:
144th Fighter Wing
California Air National Guard
Fighter Pilot Breaks Down Every Button in an F-15 Cockpit | Ars TechnicaHow NBA JAM Became A Billion-Dollar Slam Dunk | War Stories | Ars TechnicaArs Technica2020-06-16 | Boomshakalaka! Today on War Stories, Ars Technica is joined by NBA JAM lead designer and programmer Mark Turmell to talk about the chaotic birth of an epically successful sports franchise. From the early days of earning the NBA's blessing, to the uncharted territory of digitizing superstars' likenesses into the game, Mark and team delivered an experience that captured imaginations around the globe, altered the landscape of sports simulations, and gave rise to some truly enduring catchphrases. When you collect a billion dollars worth of quarters after just a year in arcades, it's safe to say your creation is "On Fire!"
Directed and Produced by Justin Wolfson
Edited by Aulistar Mark and Jeremy Smolik
How NBA JAM Became A Billion-Dollar Slam Dunk | War Stories | Ars TechnicaLinus Tech Tips Sebastian Reacts to His Top 1000 YouTube Comments | Ars TechnicaArs Technica2020-06-11 | We searched Linus “Tech Tips” Sebastian’s most popular videos and picked the top 1000 comments based on number of likes, first comments, and frequently asked questions. From the most expensive thing he’s ever accidentally dropped to why on earth that fire truck video is so enduringly popular, we presented the best of the best of Linus’ personal history to the man himself and captured his reactions.
Linus "Tech Tips" Sebastian Reacts to His Top 1000 YouTube Comments | Ars TechnicaDead Space Creator Glen Schofield: Extended Interview | Ars TechnicaArs Technica2020-06-03 | Ars Technica is proud to present our extended interview with Dead Space creator Glen Schofield. Glenn goes into deep detail explaining how an intriguing concept originating during his time at EA Redwood Shores grew into the building the scariest game he could imagine.
Dead Space Creator Glen Schofield: Extended Interview | Ars TechnicaHow Robert The Bruce Continued The Story of Braveheart Under Brutal ConditionsArs Technica2020-05-19 | On today’s episode of War Stories, Ars Technica is joined by the creators of the film “Robert The Bruce” to breakdown the bone-chilling conditions under which they worked while bringing the story to life. Writer and star Angus Macfadyen first portrayed the outlaw Scottish king 25 years ago in Mel Gibson’s Academy Award-winning epic “Braveheart,” a film Director and Producer Richard Gray was determined to do justice to. Despite having a budget more suited to an independent film than a Hollywood period piece and shooting in sub-zero temperatures with chest-high snow, the cast and crew of “Robert The Bruce” overcame each challenge and delivered a film that feels intimate from moment to moment, but epic in scope. Learn how they pulled it off on this episode of War Stories.
Robert The Bruce is available on Digital Platforms and VOD.
How "Robert The Bruce" Continued The Story of "Braveheart" Under Brutal ConditionsHow Alan Wake Was Rebuilt 3 Years Into Development | War Stories | Ars TechnicaArs Technica2020-05-14 | In conjunction with the 10th anniversary of its release, today Ars Technica is joined by Sam Lake, Creative Director of Remedy Games, to share insights on the development of 2010's influential action thriller Alan Wake. When it came time to follow up on the success of Max Payne and its sequel, Remedy had an abundance of ideas and a stable of creators eager to implement them. Years into its development cycle however, Sam and his colleagues felt the project had yet to successfully blend its influences and game mechanics into a cohesive experience. Knowing the bones of a remarkable game was present within the work of the previous three years, Remedy set out to rebuild Alan Wake. Here's how they pulled it off, how Alan's story continues in Remedy's critically-acclaimed Control, and where it's set to go with its upcoming DLC.
Directed by Justin Wolfson
Edited by Shandor Garrison
How Alan Wake Was Rebuilt 3 Years Into Development | War Stories | Ars TechnicaRecreating 4 Game of Thrones Characters in Skyrim | Ars TechnicaArs Technica2020-05-05 | Kirsten Ulve is an expert illustrator and designer, accustomed to turning her sketched ideas into sophisticated caricatures with efficiency. But effectively recreating Game of Thrones characters in Skyrim? That’s a different challenge entirely. Watch Kirsten sketch Jon Snow, Daenerys Targaryen, Cersei Lannister and The Night King as she breaks down each character to their essential features, before trying to have them wake up imprisoned in the back of a wagon.
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Directed by Joe Pickard
Edited by Brady Jackson
Post Production managed by Ashley Guckert
Recreating 4 Game of Thrones Characters in Skyrim | Ars TechnicaHow Netflixs Extraction Engineered a 12-Minute, One-Shot Action Scene | War StoriesArs Technica2020-04-28 | For today’s episode of War Stories, Ars Technica is joined by Sam Hargrave, director of the Netflix action film “Extraction.” Hargrave breaks down the technical challenges he and his crew overcame in conceiving, choreographing and executing a breathtaking, 12-minute action scene with star Chris Hemsworth. Taking lessons learned from his time as the stunt coordinator of blockbusters like "Captain America: Civil War" and "Avengers: End Game" Hargrave engineered a kinetic and ambitious urban battle sequence - but needed to figure out how to capture it. Hear directly from the man behind the camera as he details every factor that needs consideration when stitching a series of chaotic set pieces into a single, uninterrupted shot.
How Netflix's "Extraction" Engineered a 12-Minute, One-Shot Action Scene | War StoriesHomeworld Co-Creator Rob Cunningham: Extended Interview | Ars TechnicaArs Technica2020-04-21 | Ars Technica is proud to present our extended interview with Homeworld co-creator Rob Cunningham. Rob goes into deep detail around the obstacles he and his Relic Entertainment co-founders overcame in bringing Homeworld to life just before the dawn of the new millenium.
Homeworld Co-Creator Rob Cunningham: Extended Interview | Ars TechnicaHow Homeworld Almost Got Lost in 3D Space | War Stories | Ars TechnicaArs Technica2020-04-07 | On this episode of War Stories, Ars Technica sits down with Rob Cunningham to revisit the groundbreaking 1999 3D real-time strategy game, Homeworld. When Rob and a group of friends founded Relic Entertainment, they set out to marry the gameplay of Command & Conquer with the feel of Battlestar Galactica - all in a full 3D environment. On top of the everpresent memory limitations of the day, the team needed to get creative in figuring out how to orient players when, in space, no direction is up.
How Homeworld Almost Got Lost in 3D Space | War Stories | Ars Technica30 People Play Super Mario Bros. Level 1-1 | Ars TechnicaArs Technica2020-04-03 | Watch as 30 people of varying experience levels play through World 1-1 of Nintendo's iconic 1985 platformer, Super Mario Bros. Ars Technica welcomes Twitch streamers and SMB speedrunners Authorblues and Kosmic as they break down what makes World 1-1 a masterclass in wordlessly educating players on how to navigate what's to come. Then, players ranging from total novices to seasoned pros show off their skills on one of the most recognizable video game levels of all time.
30 People Play Super Mario Bros. Level 1-1 | Ars TechnicaCrash Bandicoot Co-Creator Andy Gavin: Extended Interview | Ars TechnicaArs Technica2020-03-26 | Ars Technica is proud to present our extended interview with Crash Bandicoot co-creator Andy Gavin. Andy goes into deep, engaging detail in relating the saga of how he brought Crash Bandicoot to life alongside Naughty Dog co-founder Jason Rubin.
Crash Bandicoot Co-Creator Andy Gavin: Extended Interview | Ars TechnicaHow Prince of Persia Defeated Apple IIs Memory Limitations | War Stories | Ars TechnicaArs Technica2020-03-17 | For today’s episode of War Stories, Ars Technica sat down with Prince of Persia creator Jordan Mechner to learn about the challenges he faced while bringing his ambitious vision for the game to life. As the 1980's wound down, Mechner found himself fighting against not only the limitations of the Apple II hardware but the impending death of the platform itself. Decades later, Prince of Persia remains a classic example of how the constraints of early gaming led to solutions that advanced the artform.
Directed and Produced by Justin Wolfson
Edited/GFX by Parker Dixon
How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars TechnicaHow Crash Bandicoot Hacked The Original Playstation | War Stories | Ars TechnicaArs Technica2020-02-27 | For today’s episode of War Stories, Ars Technica sat down with Naughty Dog Co-founder Andy Gavin to talk about the hurdles in bringing the original Crash Bandicoot to gamers around the world. When Andy and his partner Jason Rubin made the decision to bring the action platforming genre into three dimensions, it required living up to their company ethos of “leaving no stone unturned” in the search for memory - even if it meant hacking Sony’s library code.
Directed and Produced by Sean Dacanay
Edited and Graphics Animated by Jeremy Smolik
How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars TechnicaMyst Co-Creator Rand Miller: Extended Interview | Ars TechnicaArs Technica2020-02-21 | Ars Technica is proud to present our extended interview with Cyan Worlds co-founder Rand Miller. Miller takes us on a deep dive, recounting the development of one of the best selling PC games of all time, Myst.