Palworld Had The Biggest Third-Party Xbox Game Pass Launch Ever

Microsoft has revealed that Palworld, the “Pokémon With Guns” survival game from indie developer Pocketpair, had the biggest third-party launch ever on Xbox Game Pass. Thanks to Game Pass, Palworld has been played by more than 7 million players on Xbox, which, when added to the 12 million that have played the game on Steam, puts the total player count at 19 million. That’s a massive feat for any game, let alone an independently developed one.

Xbox shared these details about Palworld’s Game Pass launch in a new Xbox Wire post, which is also where it revealed Palworld is also the most-played third-party day-one release for Xbox Cloud Gaming (accessible with a Game Pass Ultimate subscription). The peak concurrent player count on Xbox was 3 million, “making it the most-played game on our platforms at that time,” the Xbox Wire post reads. Palworld is available for purchase in Early Access via Steam, and is available on Game Pass for both PC and Xbox in its early access equivalent Game Preview program.

“The response from fans has been tremendous and it’s incredible to see the millions of players around the world enjoying Palworld,” Pocketpair CEO Takuro Mizobe told Xbox Wire. “This is just the beginning for us and Palworld, and the feedback we’re gathering in Game Preview will allow us to continue to improve the experience for Pal Tamers across all platforms.”  

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Pocketpair says Palworld will remain available in the Xbox Game Preview program until the team is ready for the full 1.0 release. Xbox says it’s providing support for Xbox versions of the game, including dedicated servers, engineering resource help with GPU and memory optimization, Palworld update efficiency, and general optimization. 

Palworld launched earlier this month and quickly took the internet by storm. You can read about its meteoric rise and the conversation surrounding Palworld here

For more, read the statement The Pokémon Company issued in response to Palworld’s popularity, and then check out Pocketpair’s Palworld early access roadmap. After that, read about how fake copycat versions of Palworld have started popping up on mobile app stores


Are you playing Palworld on Xbox? Let us know how it plays in the comments below!

Imaging method reveals new cells and structures in human brain tissue

Using a novel microscopy technique, MIT and Brigham and Women’s Hospital/Harvard Medical School researchers have imaged human brain tissue in greater detail than ever before, revealing cells and structures that were not previously visible.

Among their findings, the researchers discovered that some “low-grade” brain tumors contain more putative aggressive tumor cells than expected, suggesting that some of these tumors may be more aggressive than previously thought.

The researchers hope that this technique could eventually be deployed to diagnose tumors, generate more accurate prognoses, and help doctors choose treatments.

“We’re starting to see how important the interactions of neurons and synapses with the surrounding brain are to the growth and progression of tumors. A lot of those things we really couldn’t see with conventional tools, but now we have a tool to look at those tissues at the nanoscale and try to understand these interactions,” says Pablo Valdes, a former MIT postdoc who is now an assistant professor of neuroscience at the University of Texas Medical Branch and the lead author of the study.

Edward Boyden, the Y. Eva Tan Professor in Neurotechnology at MIT; a professor of biological engineering, media arts and sciences, and brain and cognitive sciences; a Howard Hughes Medical Institute investigator; and a member of MIT’s McGovern Institute for Brain Research and Koch Institute for Integrative Cancer Research; and E. Antonio Chiocca, a professor of neurosurgery at Harvard Medical School and chair of neurosurgery at Brigham and Women’s Hospital, are the senior authors of the study, which appears today in Science Translational Medicine.

Making molecules visible

The new imaging method is based on expansion microscopy, a technique developed in Boyden’s lab in 2015 based on a simple premise: Instead of using powerful, expensive microscopes to obtain high-resolution images, the researchers devised a way to expand the tissue itself, allowing it to be imaged at very high resolution with a regular light microscope.

The technique works by embedding the tissue into a polymer that swells when water is added, and then softening up and breaking apart the proteins that normally hold tissue together. Then, adding water swells the polymer, pulling all the proteins apart from each other. This tissue enlargement allows researchers to obtain images with a resolution of around 70 nanometers, which was previously possible only with very specialized and expensive microscopes such as scanning electron microscopes.

In 2017, the Boyden lab developed a way to expand preserved human tissue specimens, but the chemical reagents that they used also destroyed the proteins that the researchers were interested in labeling. By labeling the proteins with fluorescent antibodies before expansion, the proteins’ location and identity could be visualized after the expansion process was complete. However, the antibodies typically used for this kind of labeling can’t easily squeeze through densely packed tissue before it’s expanded.

So, for this study, the authors devised a different tissue-softening protocol that breaks up the tissue but preserves proteins in the sample. After the tissue is expanded, proteins can be labelled with commercially available fluorescent antibodies. The researchers then can perform several rounds of imaging, with three or four different proteins labeled in each round. This labelling of proteins enables many more structures to be imaged, because once the tissue is expanded, antibodies can squeeze through and label proteins they couldn’t previously reach.

“We open up the space between the proteins so that we can get antibodies into crowded spaces that we couldn’t otherwise,” Valdes says. “We saw that we could expand the tissue, we could decrowd the proteins, and we could image many, many proteins in the same tissue by doing multiple rounds of staining.”

Working with MIT Assistant Professor Deblina Sarkar, the researchers demonstrated a form of this “decrowding” in 2022 using mouse tissue.

The new study resulted in a decrowding technique for use with human brain tissue samples that are used in clinical settings for pathological diagnosis and to guide treatment decisions. These samples can be more difficult to work with because they are usually embedded in paraffin and treated with other chemicals that need to be broken down before the tissue can be expanded.

In this study, the researchers labeled up to 16 different molecules per tissue sample. The molecules they targeted include markers for a variety of structures, including axons and synapses, as well as markers that identify cell types such as astrocytes and cells that form blood vessels. They also labeled molecules linked to tumor aggressiveness and neurodegeneration.

Using this approach, the researchers analyzed healthy brain tissue, along with samples from patients with two types of glioma — high-grade glioblastoma, which is the most aggressive primary brain tumor, with a poor prognosis, and low-grade gliomas, which are considered less aggressive.

“We wanted to look at brain tumors so that we can understand them better at the nanoscale level, and by doing that, to be able to develop better treatments and diagnoses in the future. At this point, it was more developing a tool to be able to understand them better, because currently in neuro-oncology, people haven’t done much in terms of super-resolution imaging,” Valdes says.

A diagnostic tool

To identify aggressive tumor cells in gliomas they studied, the researchers labeled vimentin, a protein that is found in highly aggressive glioblastomas. To their surprise, they found many more vimentin-expressing tumor cells in low-grade gliomas than had been seen using any other method.

“This tells us something about the biology of these tumors, specifically, how some of them probably have a more aggressive nature than you would suspect by doing standard staining techniques,” Valdes says.

When glioma patients undergo surgery, tumor samples are preserved and analyzed using immunohistochemistry staining, which can reveal certain markers of aggressiveness, including some of the markers analyzed in this study.   

“These are incurable brain cancers, and this type of discovery will allow us to figure out which cancer molecules to target so we can design better treatments. It also proves the profound impact of having clinicians like us at the Brigham and Women’s interacting with basic scientists such as Ed Boyden at MIT to discover new technologies that can improve patient lives,” Chiocca says. 

The researchers hope their expansion microscopy technique could allow doctors to learn much more about patients’ tumors, helping them to determine how aggressive the tumor is and guiding treatment choices. Valdes now plans to do a larger study of tumor types to try to establish diagnostic guidelines based on the tumor traits that can be revealed using this technique.

“Our hope is that this is going to be a diagnostic tool to pick up marker cells, interactions, and so on, that we couldn’t before,” he says. “It’s a practical tool that will help the clinical world of neuro-oncology and neuropathology look at neurological diseases at the nanoscale like never before, because fundamentally it’s a very simple tool to use.”

Boyden’s lab also plans to use this technique to study other aspects of brain function, in healthy and diseased tissue.

“Being able to do nanoimaging is important because biology is about nanoscale things — genes, gene products, biomolecules — and they interact over nanoscale distances,” Boyden says. “We can study all sorts of nanoscale interactions, including synaptic changes, immune interactions, and changes that occur during cancer and aging.”

The research was funded by K. Lisa Yang, the Howard Hughes Medical Institute, John Doerr, Open Philanthropy, the Bill and Melinda Gates Foundation, the Koch Institute Frontier Research Program, the National Institutes of Health, and the Neurosurgery Research and Education Foundation.

AI in 2024: Major Developments & Innovations

Every technology goes through an evolutionary arc, triggering the breakout moment by a strategic breakthrough event. For Artificial Intelligence (AI), that moment was the launch of ChatGPT in 2022. As per Emerging Technology Survey 2023, of the 54% companies surveyed, more than half have integrated generative…

The Challenges of Building a Shared Experience on the Web

I’m a proud member of Generation X. If you don’t know, we’re the kids who stayed home alone and (supposedly) didn’t care about anything.

Thus, I’m nostalgic for the culture of those days. I love 90s music, movies, and television. And I’m always up for a chat about the early days of the web.

But there is something I miss. It’s the idea of a shared experience. A cultural event that seemingly everyone participates in. For example, watching the finale of a television show or a big sporting event. Something you could discuss the next day at work or school.

At scale, maybe that’s gone for good. But the web has a different kind of shared experience. This one isn’t about a cultural phenomenon. It’s about ensuring consistency for users.

Let’s look at how the web brings us together in a quirky, roundabout way. And we’ll discuss how it impacts web designers trying to build these experiences.


There Are So Many Ways to Experience the Web

Television was the go-to medium for shared experiences back in the day. Sure, there were different screen sizes and models to choose from. However, the core functionality was the same. For example, content creators didn’t need to alter their products to ensure compatibility.

There was a period when the web was this way. We all viewed websites on a desktop device. But those days are long past.

We now experience the web in myriad ways. The majority of us use mobile devices. But there are so many variables involved.

Mobile devices have a wide range of viewports. They also vary in terms of processing power. And there’s no guarantee that users have access to a high-speed connection.

Desktop and laptop devices are still a part of the equation. And even they’re getting more complex. High-definition screens are standard. But we must also account for 4k and 8k screens as well.

Oh, and we shouldn’t forget about the other oddball devices out there. You could visit websites via televisions, automotive infotainment screens, and smart appliances.

The web is everywhere. And we experience it in different ways. There’s no putting this genie back in the bottle.

People access the web on a variety of devices. It can be difficult to design for them all.

How Can Web Designers Manage This Mess?

Creating a seamless experience across the board may seem impossible. And perhaps it’s unlikely that we’ll attain perfection.

There are still things we can do to create the best experience possible. Here are a few key points to keep in mind.

Aim for Simplicity in Design

Complicated design features have a place on the web. But they are exceedingly difficult to scale.

For example, you could spend hours perfecting a footer layout on a desktop device. But how does it look on a phone? You’ll likely end up going down the rabbit hole to approximate it. And things still may not work correctly on every viewport.

Complexity hurts consistency. Therefore, it’s worth implementing simple solutions. They are resilient and can withstand different scenarios.

The ideal design may be simple. However, convincing stakeholders of this can be difficult. It’s worth fighting for, though.

Use Standards and Best Practices

There are multiple ways to achieve a specific layout. But they’re not all equal. For instance, web designers have been known to employ various hacks to get results.

The result is an inconsistent user experience. Buggy layouts and design features can hurt conversion rates. They may force some users to give up on your website.

CSS and HTML have come a long way. They provide proven techniques for building stable and semantic layouts. Most enjoy strong browser support as well.

Let’s make this a rule of thumb. If a feature requires a hack, it’s not worth adding to your site. Look for native solutions instead.

Understand What’s Important to the User Experience

There’s a perception that a website must be the same on all screens. Yet some features aren’t that flexible.

Sliders are a prime example. They typically work best on large screens. But they’re often hard to use on a phone. The experience is clunky at best.

So, why do we force mobile users to put up with it? The feature may have little to no value to them.

We shouldn’t expect to replicate every aspect of a site. Instead, we should focus on what’s most important to users. It’s about how they interact with features and consume content. And we can’t forget about consistent branding.

Elements should adapt to screens logically. It’s OK to remove elements that don’t align with this strategy. You can still create a consistent UX without them.

Simple design helps to ensure a consistent user experience.

A Holistic Approach to User Experience

Perhaps the shared experiences of the 90s can teach us something. There was consistency despite the many variables in play.

For instance, I could watch an episode of Seinfeld on a tiny, black-and-white television. Or I might watch it on a large color screen in a home theater.

Sure, the visual impact would be different. But the content was the same. And I’d have plenty of laughs either way.

This philosophy also applies to the web. People will experience it in vastly different ways. Yet it’s possible to ensure that everyone understands what’s going on.

With that, maybe the ideals of a shared experience aren’t long gone. They’ve just been repurposed for a new era.

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PSA: Mobile Versions Of Palworld Are Fake, Warns Developer Pocketpair

In case you’ve been living under a rock, the monster-catching survival game Palworld is the hottest thing since sliced bread. As such, it’s only natural that players would want to take it anywhere they go; it’s currently only available on PC and Xbox Series X/S (via early access). However, mobile versions have recently been spotted, but you’ll want to think twice before downloading them.

An app posing as Palworld has appeared on Apple’s App Store and Google Play. In an X post, however, Palworld developer Pocketpair states that there is no official mobile version of Palworld. The app store version lists its developer as Oleksandra Kryvcun, which is the primary tip-off that something is amiss. Though not available, the app is available for pre-order and lists a February 11 launch date. 

Pocketpair warns that downloading this app may lead to your personal data being stolen. It states that it has reported these apps to Apple/Google. We couldn’t find the fake Palworld on Google Play, so it may already be gone. Hopefully, the App Store fake is dealt with soon to protect eager players from installing something potentially nasty. 

Palworld has become the hottest (and most controversial) game of the year, and it remains to be seen if and when it will be brought to other platforms. Until then, you can catch up on all the excitement and discourse by reading our in-depth overview of what Palworld entails and our studio profile on developer Pocketpair from last year. You can also watch us play Palworld from the beginning in this episode of Game Informer Live

Here’s Your First Look At Vampire: The Masquerade – Bloodlines 2 Gameplay From Its New Developer

Publisher Paradox Interactive has revealed the first revamped look at Vampire: The Masquerade – Bloodlines 2 gameplay, and it looks great. While this isn’t the first time we’ve seen footage of Bloodlines 2, this is the first look at the game as made by The Chinese Room, which took over the development of the game after Paradox removed Hardsuit Labs from the project. 

Paradox Interactive, which owns the Vampire: The Masquerade IP, has been trying to make Bloodlines 2 happen for years and years. Development seemed promising for a bit, but in 2021, Paradox removed original developer Hardsuit Labs from the project. We learned last year that Everybody’s Gone To The Rapture studio The Chinese Room took over development (thanks, GamesIndustry.biz), and now, we’ve got our first look at their version of Bloodlines 2. 

Check it out for yourself in the official Vampire: The Masquerade – Bloodlines 2 trailer below

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Alongside the gameplay trailer above, Paradox has also released an extended gameplay reveal where creative director Alex Skidmore and community manager Joshua Matthews dive deeper into the game’s mechanics and the setting while exploring Seattle as a Brujah Kindred. 

You can watch that extended gameplay reveal below

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Paradox says each clan in Bloodlines 2 has its own playstyle and Disciplines, making for different ways to play the game. “Whether it’s the Brujah’s brute force, Banu Haqim’s cloak-and-dagger approach, Ventrue’s cutthroat manipulation, or Tremere’s blood magic, players have a wide range of options.” Paradox says more details on each clan’s respective Disciplines will be released later this year. 

“The gameplay and action of Bloodlines 2 is sort of a dance,” Skidmore writes in a press release. “As players explore the world, soak in the atmosphere, and make strategic choices, they affect relationships with the characters around them. Players can choose their legend, but the world is dynamic, and characters will remember how you treat them.” 

Speaking of clans, Bloodlines 2 will feature four for protagonist Phyre: “the rebellious Brujah, blood sorcery masters Tremere, adjudicators of justice Banu Haqim, [and] the persuasive Venture.” 

For more about Bloodlines 2, head to our tag here. The Chinese Room is also working on a new horror game called Still Wakes the Deep, which is slated to release this year.


What do you think of this Bloodlines 2 gameplay? Let us know in the comments below!

BirdDog’s Next Generation… Now with Bundles, Upgrades & Cloud 10 – Videoguys

Welcome to Videoguys Live! In today’s episode, Gary is joined by Cameron from BirdDog to unveil thrilling new bundles featuring the P240s. Explore BirdDog’s cutting-edge video technology with optimized bundles, upgrades, and cloud features, specifically designed for seamless integration and user-friendly interfaces. The P240 Camcorder takes center stage, boasting top-of-the-line features that elevate your video production experience. Stay ahead of the curve with BirdDog’s commitment to compatibility, ensuring these enhancements effortlessly integrate into your workflow. Join us as we delve into the latest updates on BirdDog Cloud and BirdDog 10, unlocking new possibilities for your video production journey.

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New Bundles from BirdDog


Exciting New Product Updates

PLAY

Now fully supports Cloud Connect and SRT​ With Firmware 1.0.30​

​New PLAYs have fan for cooling built into​ Unit to void any issues with overheating.​

4K Converter NDI 5 Update

Silicon 2 Update​
Available on:​

  • All BirdDog HD Cameras​
  • 4K PRO Converters​
  • 4K Camera support Coming soon!​

Features:​

  • Full NDI, HX2, and HX3 support​
  • Cloud Connect integrated​

Introducing BirdDog Cloud 10
7 New Tools

  • Adobe Plugin​
  • NDI Screen Capture KVM​
  • AVI Transcoding​
  • FFmpeg 6​
  • ProRes Recording (Mac Only)​
  • Cloud Connect Broadcast SRT Ingest​
  • Companion Module​

FREE –​ $0

STANDARD – $149/month

PREMIUM – $299/month

ENTERPRISE –​ Call For More Info

BirdDog
Cloud
Connections

No limits – all trials

3

10

Call for more info

PTZ Control

Y

Y

Y

Y

Adobe Panel

Watermarked

Y

Y

Y

Multiviews

Y

Y

Y

Y

Presenter Mode

Watermarked

Y

Y

Y

Blackmagic HDMI/SDI Capture

Watermarked

Y

Y

Y

Record Engine

Watermarked

Y

Y

Y

Two-Factor
Authentication

Y

Y

Y

Encoder Engine

Watermarked

Y

Y

Y

Custom Branding

Y

Y

Y

API Support

Y


More from BirdDog

Destiny 2 Game Director Joe Blackburn Departing From Bungie Next Month

Destiny 2 game director Joe Blackburn will leave Bungie next month. He announced this news on X (formerly Twitter) in a thread about a studio ritual called the “End-to-End playtest.” In this same thread, Blackburn revealed that longtime Bungie developer Tyson Green will become the new Destiny 2 game director. 

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“This ritual will be especially meaningful to me personally, as it will also serve as a moment to pass the torch of Destiny 2 game director to the next era of leadership as I head on a new adventure outside the walls of Bungie,” Blackburn writes on X. “As we hit End-to-End next month, Tyson Green will take the reins as Destiny 2 game director. If you’ve followed Bungie for any length of time, you’ve heard his name. From Halo PvP to the creation of exotic weapons in Destiny 1, Tyson has been a critical part of Bungie’s legacy since Myth II.”

As for the special ritual playtest, Blackburn says, “It’s multiple days of consecutive internal playtesting that not only generates incredibly valuable closing feedback on everything coming this summer, but also spiritually kicks off a shift towards bug fixing and polish work.”

He adds that heading into this playtest, he has hundreds of hours in Destiny 2’s upcoming expansion, The Final Shape, which will close out the game’s decade-long story arc, the War of Light and Darkness. And through those hundreds of hours, he believes “what the world-class talent here at Bungie has created has quickly become [one] of the things I’m most proud of to have worked on throughout my career.” 

The Final Shape was set to go live in Destiny 2 next month, but back in November, it was delayed to June 4. Blackburn’s departure comes just a few months after Bungie laid off roughly 100 employees in October


How do you feel about this passing of the torch for Destiny 2? Let us know in the comments below!

Granblue Fantasy: Relink Review – The Borders Of The Skies – Game Informer

The thrill of adventure in a boundless playground tickles the imagination, something intimately familiar to players of Granblue Fantasy, a mobile/browser-based title that has been a hit internationally for over a decade. The original title resembles 16-bit turn-based RPGs like the Final Fantasy or Dragon Quest games of old, leaving daydreams of grander scale and exploits a hopeful wish rather than an inevitable reality. With Granblue Fantasy: Relink, developer CyGames has an opportunity to explore a fantasy world of open skies and magic while pulling the game from a comparatively modest mobile title into a full-blown 3D action game. While not completely successful, Granblue Fantasy: Relink should be lauded for getting most of the way to being a memorable title, but it needed a little more ambition and unique content to reach that goal.

Relink guides players through a single-player campaign with the crew of the Grandcypher, a band of skyfarers that has combat-resolved adventures on every new island it comes across. For this title, a wholly original island and story was created, tasking the crew with rescuing one of their own by defeating giant monsters called Primal Beasts and defeating a sorceress controlling them.

Those unfamiliar with the story and characters of Granblue Fantasy will not find Relink particularly interested in catching the player up. Small vignettes of how the characters met and how they arrived at the latest pitstop island that sets up this game’s adventures are essentially all the player receives without the aid of fanmade wikis filling in the rest. It has a similar energy to picking up the anime One Piece halfway through or jumping into the middle of a Tales game, with no intention or desire to dwell on its past history the player is presumed to have seen.

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Relink can also look beautiful, especially with its painterly environments, but it is difficult not to notice that the art style translates inconsistently among the characters. Arc System Works’ Granblue Fantasy Versus is a much more successful experiment using the same designs.

The single-player campaign, while short, presents interesting plights like climbing toward a wind god at the top of a blustery mountain or taking back a castle from an invading force. Players take control of an unlockable cast of 19 characters with different fighting styles and special moves to follow a somewhat basic storyline that does not take too many big or unpredictable swings.

These characters all share a similar template of using four special moves and movement options, but they vary significantly in special skills and meters. My favorite character bounced on top of enemies and specialized in parries on the ground, but a late unlock focused more on transformations and building up meter, making even just those two feel distinct.

Unfortunately, levels are largely linear pathways without much in the way of exploration. The endless skies and hovering islands are rarely used for anything but backgrounds and transference to the next fight, leaving little reason to poke your nose anywhere but the most linear path. A world where the characters talk about inexhaustible space for escapades and capers but spend much of their time in caves and on walkways is incongruent in a way that grates as time goes on.

After completing the single-player campaign, players can take combat quests that can be played co-op with friends or strangers. Difficulty rises alongside progressing ranks, and characters must power up through elective means like skill trees and weapons to keep up. By endgame, keeping a team powerful enough to solo these missions requires a lot of grinding, but focusing on one character discourages variety, especially when there is the option of 18 others to use. There is no real way to work around this grind, which wants you to redo missions over and over to get admittedly guaranteed materials and experience to upgrade, though the reversal from how smooth the early game’s progress felt can act as a frustrating brick wall.

Endgame bosses are monstrous with equally gargantuan HP bars, making battles tedious. Unlike a Monster Hunter, your quarry never escapes or requires different strategies, and the likelihood of powering through any knock-out state means the player is mainly in a race against ending the battle before getting bored.

The saving grace of these extended gameplay encounters is that the combat is reasonably engaging, and interactions between characters will likely delight existing Granblue Fantasy fans. Relink is unlikely to be any newcomer’s favorite game. Still, the basic gameplay is fun and keeps you moving along the treadmill, especially if you have a gathering of like-minded source material fans to help you slay its biggest figurative and literal dragons.

3 Questions: What can graduate students expect from MIT’s newest grad housing option?

In October 2017, MIT made a commitment to add 950 on-campus beds for graduate students as part of the Volpe zoning agreement with the City of Cambridge that allows the Institute to develop a 10-acre parcel in Kendall Square. Since then, MIT opened the Graduate Tower at Site 4 residential community in Kendall Square with about 250 net-new beds for graduate students and families, and reallocated the 135 beds in 70 Amherst Street to graduate students.

In December 2020, MIT entered into a partnership with American Campus Communities (ACC) to build and operate a graduate housing complex on Vassar Street, adjacent to Simmons Hall. Owned by MIT but operated by American Campus Communities, this MIT-affiliated community fulfills the Volpe commitment and introduces a new residential option for graduate students and families. Named “Graduate Junction,” the residence is split between two buildings framing a gateway to Fort Washington Park and the Cambridgeport neighborhood. Flanking a central plaza and green space, the buildings will rise in five- and six-story sections and then progress to a 10-story segment as it extends beyond the park. Housing options will include efficiencies and one-, two-, and four-bedroom units that will be licensed by ACC to individuals, couples, and families.

With the addition of 676 beds at the new Graduate Junction and the beds gained by the reconfiguration of rooms in other buildings, the Institute has now exceeded the original commitment with a total of 1,076 new graduate beds. With Graduate Junction due to open this August, David Friedrich, senior associate dean for housing and residential services, shared some important project updates and perspectives on what potential residents can expect from the newest graduate residence on MIT’s campus.

Q: How is the Graduate Junction project going, and when will it open?

A: You can already see the buildings taking shape on Vassar Street and the construction timeline puts us on target for an August 2024 opening. This is a product of years of collaborative work with students and campus stakeholders, who teamed up to design an option to fill gaps in the student housing market. It is thrilling to see it near completion. 

The project is also going well thanks to our productive relationship with ACC. ACC is an experienced student housing company and has built or managed more than 100,000 beds on more than 90 campuses across the U.S., including graduate residences at peer institutions. As we add this new MIT-affiliated housing option to our portfolio of residences, we’re actively working with the leadership of ACC to onboard the team that will manage the property. Kendra Lowery, the general manager of Graduate Junction, is a dynamic and thoughtful partner with a breadth of experience managing student housing. She will be an excellent resource for Graduate Junction residents.

We are pleased to meet the recommendations of the 2018 Graduate Housing Working Group to add beds while providing students with additional cost-effective options for their residential experience. The Working Group — composed of students, staff, and faculty — was instrumental in shaping the project and provided substantive data to inform an optimal combination of unit types and amenities desirable to graduate students. In the coming weeks, we will highlight Graduate Junction alongside the Institute’s existing eight graduate residences to help students select the housing option that best suits their needs.

Q: How will living in Graduate Junction differ from living in MIT-operated residences?

A: Graduate Junction offers a new approach that combines apartment-style living with proximity to main campus — an off-campus experience with an on-campus location. Our partner ACC will be responsible for the housing license process, maintenance, building access, and IT infrastructure. While student residents will have access to MIT’s student support resources and can participate in on-campus social events, there will not be a faculty head of house or resident governance structure. Instead, ACC will directly work with Graduate Junction residents to address needs and answer questions. 

Residents of Graduate Junction will enjoy the same flexibility and pricing of an on-campus housing license and will not need to pay first and last months’ rent, security deposit, or a broker fee — all upfront costs typical of off-campus properties. Instead, Graduate Junction will have a utility-inclusive rental rate for furnished apartments set by MIT. Since this partnership with ACC provides a different model for managing on-campus residences at the Institute, this approach is also a pilot to test if partners like ACC can help the Institute manage the demand for graduate housing.

Q: What would you say to incoming graduate students considering Graduate Junction or other on-campus residences?

A: The MIT housing system is designed to offer students choices so they can determine their own residential experience. We want to make living on campus the first and best option and do so by careful analysis that prices our units at below market rates. Combined with the Institute’s support for students and families through the Office of Graduate Education, the on-campus experience is tailored to fit graduate student needs. 

Graduate Junction responds to what students say is most important — location, unit configuration, all-inclusive payments, and flexibility in securing or leaving their housing arrangements. Bordering Cambridgeport, Graduate Junction is proximate to Cambridge public schools, local grocery stores, and neighborhood parks and playgrounds.

It joins a range of housing options available to students, and there are residences to fit a diverse array of budgets. With the added benefit of close proximity to labs and classes, student support, campus services, and other amenities, on-campus residences remain a great value. We invite graduate students to review the new rate sheet for 2024-25 and consider living on campus.