Everything You Need To Know About Fortnite Chapter 5: Season 3

A new season of Fortnite is now live, and it brings Fallout, Magneto, plenty of nitrous oxide, and some Mad Max-esque flair to the battle royale. Titled “Wrecked,” Fortnite Chapter 5: Season 3 follows last season’s Greek Gods-themed season with a new battle pass, new weapons and skins, and more. 

“A ferocious sandstorm recently moved over the Island, creating a new biome in the south dubbed the wasteland,” an Epic Games blog post reads. “The ‘Wasteland Warriors’ have already called shotgun on owning the place (they did ride in with the sandstorm, after all). This crew moves as fast as their decked-out cars, proven by the places they’ve already established.” 

We’ll break down those new locations and more below. 

Everything You Need To Know About Fortnite Chapter 5: Season 3 – Wrecked

Everything You Need To Know About Fortnite Chapter 5: Season 3

Let’s start with the battle pass. It features some newly made characters by Epic Games, known as original skins within the Fortnite community, and some collaboration skins in the form of Bethesda’s post-apocalyptic Fallout series and infamous X-Men villain, Magneto. 

Check out all the skins in the battle pass below

New Points of Interest

One of the first new points of interest, or map locations, is Redline Rig. It’s a Nitro refinery run by The Machinist, the Wasteland Warriors’ master mechanic who is also available in the battle pass.

Also in the south of the island is Nitrodrome. Here, Ringmaster Scarr, who is available in the battle pass, runs the circus-like car spectacle known as the Nitrodrome.

From the Nitrodrome, you can easily reach Brutal Beachhead. Here, Megalo Don is the person in charge. He’s the Wasteland Warriors’ “master muscle,” according to the blog post, and taking him on won’t be easy. 

Epic says there are other changes to locations on the map, though. For example, Snooty Steppes is now Sandy Steppes

Going Nitro

Across the Island, you’ll find Nitro Splash and Nitro Barrels, both from Redline Rig. Nitro Splash is a portable version of a Nitro container, which you can throw down to infuse you or your car with Nitro for a fiery boost. Nitro Barrels are Nitro containers that “Nitro-fy” on contact, and when you hit them, they’ll fly away and explode on landing. 

Here’s how Nitro works in Fortnite Chapter 5: Season 3 – Wrecked: 

  • Vehicles that are Nitro-fied get a driving speed increase, explosive ramming power that deals damage and knockback, fuel consumption decrease, and a buff to attached attack mods. 
  • Players that are Nitro-fied get a movement speed increase, explosive bashing power that deals damage and knockback (and it can bust through builds), a stamina consumption decrease, a reload speed increase, and fall damage immunity. 

New Weapons And More

One of the new additions to the Battle Royale fight are the Nitro Fists, which allow you to perform a three-punch combo, uppercut, or aerial punch that dashes you through the air. 

Nitro Fists have four charges, and each charge recharges every eight seconds. The uppercut and aerial punch use one charge each, while the three-punch combo uses none. If you aerial punch the ground instead of the air, “the impact will be meteoric to surrounding enemies,” Epic writes in the blog post. 

The Boom Bolt is a new fast-firing, moddable crossbow that fires explosive bolts. A few shots can take down a vehicle, Epic says. 

Returning weapons include: 

  • Cerberus’ Gatekeeper Shotgun
  • Combat Shotgun
  • Gatekeeper Shotgun
  • Hammer Pump Shotgun
  • Oscar’s Frenzy Auto Shotgun
  • Warforged Assault Rifle
  • Tactical Assault Rifle
  • Enforcer AR
  • Thunder Burst SMG
  • Harbinger SMG
  • Huntress DMR
  • Ranger Pistol
  • Hand Cannon
  • Shockwave Grenade

There are some new ways to fortify your vehicles in Fortnite now, too, because mods are back. Here’s what to expect: 

  • Machine Gun Turret (roof slot)
  • Grenade Launcher Turret (roof slot)
  • Spiked Bumpber (front bumper slot)
  • Cow Catcher (front bumper slot)
  • Bulletproof Tires (tires slot)
  • Chonkers Off-Road Tires (tires slot)

All you need to do to equip a new mod is hit a Vehicle Mod Box and one will automatically attach to your vehicle. You can tell which mod you’ll get based on the symbol on the box, too. 

You can repair your vehicle and its mods with the new Repair Torch or Repair Boxes, which are scattered around the map. Plus, Service Stations have replaced gas pumps, allowing you to refill your vehicle’s gas and health while parked on a station pad. 

Joining the vehicle roster is the new Behemoth Car Body, which is an SUV vehicle. 

Outside of weapons and vehicle fortifications, there’s the Nuka-Cola, which restores a bit of health (over time) and shield. 

And there’s also the Kind Cacti, which gives players (and vehicles) a splash of healing when pickaxed or driven through. 

New Bosses

The Machinist will drop The Machinist’s Medallion upon her defeat. This medallion generates your shield over time. If you defeat her inside Redline Rig, you can also use this medallion to open the garage holding her car. Regardless of where you defeat her, she drops The Machinist’s Combat Assault Rifle

Defeating Ringmaster Scarr nets you the Ringmaster Scarr’s Medallion, giving you infinite ammo and a small damage buff. Defeat her in the Nitrodrome to open the garage holding her car. Regardless of where you defeat her, she’ll drop the Ringmaster’s Boom Bolt

And finally, defeating Megalo Don gives you the Megalo Don’s Medallion, which will infuse you with infinite Nitro. Plus, defeating him gives you Megalo Don’s Nitro Fists

And that’s everything you need to know about Fortnite Chapter 5: Season 3 – Wrecked. 


Are you excited about this new season? Let us know in the comments below!

Jeffrey Wright, The Voice Of Isaac, Will Play The Character In The Last Of Us Season 2

Jeffrey Wright, The Voice Of Isaac, Will Play The Character In The Last Of Us Season 2

HBO and PlayStation have found their Isaac for The Last of Us Season 2, and it’s Jeffrey Wright, the actor behind the voice of Isaac in The Last of Us Part II. Perhaps best known for roles like The Watcher in Marvel’s What If…?, Commissioner Gordon in The Batman, and Bernard in HBO’s Westworld series, Wright will return to Naughty Dog’s post-apocalyptic world to give Isaac another go. 

HBO announced this today with a quick post on X (formerly Twitter) that you can see below: 

The news of Wright’s casting comes a couple of weeks after we got our first look at Pedro Pascal’s Joel and Bella Ramsey’s Ellie in The Last of Us Season 2.

Wright joins several other newcomers to this series, which premieres next year. Booksmart’s Kaitlyn Dever will play Abby, while Young Mazino joins as Jesse. Manny, Mel, Nora, and Owen will be played by Danny Ramirez (The Falcon and the Winter SoldierTop Gun: Maverick), Ariela Barer (Runaways), Tati Gabrielle (Chilling Adventures of Sabrina), and Spencer Lord (Riverdale), respectively. 

We won’t spoil these characters’ roles in The Last of Us Part II, which is likely to match their roles in HBO’s The Last of Us Season 2, but if you know, you know. 

Fans of Naughty Dog’s Last of Us games eagerly await the second season of HBO’s The Last of Us. The first season debuted in January of last year, covering the events of the first game and its Left Behind DLC. HBO quickly confirmed the show would be getting a second season, which is set to premiere next year.

We loved the first season and can’t wait to see how it adapts The Last of Us Part II, which got the remaster treatment in January. It seems we aren’t alone either – The Last of Us’ premiere was HBO’s second-largest debut since 2010, and viewers stuck around for the entire season. 

The first season of The Last of Us won eight Emmy awards. For more, read Game Informer’s review of The Last of Us and then read Game Informer’s review of The Last of Us Part II


Did you like Isaac as a character in The Last of Us Part II? Let us know in the comments below!

Alex Horne On Taskmaster VR And Being A One-Man Writing Room

Long-running British comedy panel TV game shows are not something we usually cover here at Game Informer (a magazine and website devoted to informing readers about video games), but Taskmaster, the long-running British comedy panel TV game show, is getting a video game adaption. The Taskmasters themselves, Greg Davies and Alex Horne, will be represented in-game, and Horne, who created the concept of the show and is technically its sole writer (see below) was available to chat about it. We learned about the upcoming VR game (releasing June 13 on Quest), why the American Comedy Central version of the show didn’t work, whether or not it is time to give an American version another shot, and what it is like to meet yourself in VR. So without further ado… it’s little Alex Horne!

Alex Horne On Taskmaster VR And Being A One-Man Writing Room

Game Informer: Do you play video games? Are you a fan at all?

Alex Horne: No, not really. I used to have an Amiga when I was growing up in the 80s. I do have a Quest and I did play it a little bit during lockdown. I played it quite a bit. I found it useful for that. But I’ve got three boys, three kids who are 11, 13, and 14, so my job is to tell them to stop playing computer games and go outside. But they do play a lot. They play a lot of Roblox and Minecraft and Fortnite. But I’m not a gamer, so this has been a whole education for me.

But you’ve played Taskmaster VR, right?

I have. I’ve had a demo. I’ve dipped my toe into it. It’s too weird, though, for me to play. To meet myself in it and be a contestant. It reminded me of the very first time I put on the VR headset, or even put it on my mum, as well. It blows your mind the very first time. It was like that, again, going around the Taskmaster house, in particular, was so eerie. It’s so lifelike. Not lifelike, because it’s obviously cartoony, but it’s so well drawn and faithfully recreated.

The Taskmaster house is there and you can walk around? It’s accurate?

It’s so accurate. Sort of unnecessarily accurate. The house itself in real life is disappointingly small. It’s a bungalow. There’s only one floor. There’s only about five rooms. So, we could do anything with the house. But instead, we’ve absolutely faithfully recreated the Taskmaster House [laughs]. But it’s amazing. You can open every cupboard, and you’ll see things from the show. There are lots of Easter eggs, things hidden around that are irrelevant. And all the rooms are pretty much the right dimension, we’ve had to slightly swell the corridor in the kitchen, because they’re narrower in real life. It is great. And also, there’s so much potential. In the real house in the real world, there’s a door that opens and has nothing behind except for a green screen, which gives us potential… we’ve never really used it. But similarly in the VR house, you could open a door and end up in a different location.

[embedded content]

Is the stage in the game, as well?

Yeah. You end up in the studio. And it’s like the TV studio. So if you look around, you’ll see the cameras, and where the audience sits, and you’ll see Greg [Davies] on the throne. The team have been to the house a lot and they’ve measured up and they’ve taken pictures, you know, like estate agents would. And they’ve been to see the live show. They’ve tried to make it, so if you’re a fan of the show, it’ll be really exciting to be in the world. And hopefully, if you’re not a fan of the show, it’s a… VR games are so weird. The ones I know, it feels like either Star Wars, that’s brilliant, or that job one where you’re doing something really menial, and this is hopefully somewhere in between the two. So they are quite practical, simple tasks, but you’re in a fantastical world.

I imagine this would be hard for you to answer: did they get your height correct in VR? If I play the game, do you tower over me?

I don’t know what height I am anymore. I’ve lost all sense of that. You know, if you Google a Hollywood actor and try to find out how tall Johnny Depp is, you’ll never get the right answer. And I think it’s the same with me. I can’t find the right answer. So, I think I’m smaller in VR. I should be small in VR. It’s the correct Taskmaster height for me.

Did you come up with any tasks specifically for the game? Did you give the team ideas?

It was a collaborative process. And, to be honest, the team – Scallywag Arcade – came up with things and they quite nervously put them to me and I may have tinkered with them, but they know computer games. I know Taskmaster games. And we sort of met in the middle. So, they came from them and I’ve absolutely given them all the seal of approval.

There’s a tiny bit of me that… tasks are quite precious for me, without sounding too serious, there’s only a certain number. I’m worried I am going to run out one day. There’s certain things I’ve come up with which are so good because for me it’s not all about the task. It’s about the little layers. For example, your time starts when you’ve done a thing. You said  a certain word or whatever. And they’ve come up with some great ideas. For example, your time doesn’t end unless you don’t put the thing in a box. I’m not sure if I’m being very clear, but they’ve completely got the Taskmaster language and ideas. So yeah, I’ve collaborated, but I can’t take responsibility for all the games.

One of my favorite things about the show – and I don’t know how you guys feel about it, honestly. It’s hard to tell as a viewer – but I love when the contestants smudge the rules to get around a task.

Are there opportunities to do that here? Because sometimes videos games have to be rigid in order to work. Is there room for that in Taskmaster VR?

That’s one of the real challenges. We definitely want that. Well, what you can’t necessarily do is sort of nitpick the language quite so much. But there’s definitely multiple ways around [a task]. So, the whole point for me of a good task is there might be three or four ways of doing it. And then one or two ways we haven’t thought of which is on the verge of cheating, but it’s not. It’s just a clever workaround. And yes, we hope that’s built into the game.

On the verge of cheating. That’s a great way to put it.

I’m really hoping we watch people do things that we didn’t think, or we discover that people have done things in a completely different way than what we expected.

Are there any quintessential tasks from the show? Like really popular tasks that had to be in the game?

No. It’s the opposite of that. One of the things we pride ourselves on in the show is that we never repeat a task. So, when you open the envelope, you have no idea what it’s going to be.

Here’s the thing. When we did Taskmaster America – we did one ill-fated series for Comedy Central – and I think one of the mistakes we made was that we repeated all the tasks. They were ones we’d done in England. And it just felt like we were treading water a bit and it wasn’t exciting. We should have taken much more of a risk and done brand new tasks. And that’s what we decided to do with this. We don’t want players to go, “Oh, well I know what to do with this one. I’ve seen five people do it.” So, it’s all brand new. There’s elements of tasks that we love from the show, but there’s nothing taken directly from the show.

I will admit, I was hoping… one task that I love was when you had all the contestants blindfolded and they drove a moped around a parking lot.

Yeah, by the the railway museum.

Is there anything like that in the VR game? I love the idea of like you being blindfolded in VR and having to perform a task.

Well, it’s an ongoing project, I don’t think there’s a blindfolded one in there, but I might be told otherwise by the devs. I don’t know how that would work. That’s a great idea. Do you mind if we steal your idea that you’ve stolen from us?

Please. Everything’s a circle, right?

I mean, you can blindfold yourself. You can do whatever you want. But um, yeah. It’s a good idea. Thank you.

[embedded content]

What does the writing room look like for Taskmaster? How does that work?

I’m afraid you’re looking at the writing room.

Just you?

It is, yeah. It’s quite stupid because most comedy shows do need a writing room. But from the very beginning it was just me. And actually, most of the team that make the show, it’s still the same people – producer and director and some of the team. So, people do chip in with ideas, but it’s kind of me and I’m a bit precious about it and a bit control freak, I suppose. Because I think it’s quite delicate to get the right balance of being interesting, but not crazy and kooky. So, yes, pretty much me.

In New Zealand they have got a team. Sometimes I’ll watch it and think, “Oh, yeah, we should get a team.” But I don’t want to let it go. We get suggested a lot of tasks by the public, but very rarely, seldom, do they come up with one that’s actually good.

I imagine it’s more complicated than you think.

It is. And also, we thought of most things now, because we’ve done 18 series. That’s a lot of tasks, you know, it’s 600, or whatever it is. So, most of the time people will suggest something and we’ll say,“We tried that. It didn’t work.” Or, “We have actually done that.” So the writing room is just me and my dog.

Do you think it’s time to give an American reboot another shot?

I think so. We learned a lot from that. I think what we should have done is brought Greg over, we should have new things, and we should have made it the same length as the UK show. We agreed to everything that Comedy Central said, because we thought they knew best. And I’m sure they know best in lots of ways. But I think we if we did it again, we would stick to our guns a bit more.

Taskmaster VR releases June 13 on Meta Quest.

The Alters Preview – Aiming To Replicate Success – Game Informer

Every so often, I see a premise for a game that really grabs me. The Alters is the latest with its unique take on the “what if” questions and multiverses. What starts as seemingly a standard survival game set on a hostile alien planet quickly introduces enticing base-building mechanics and a fun premise of escaping an ever-encroaching deadly sunrise. But it’s the unique idea of the main character not only learning how different his life would have been had he made different choices at pivotal moments in his past but also being able to meet and work alongside those versions of himself that enthralled me. I recently traveled to Warsaw, Poland, to meet with 11 Bit Studios and be among the first to play The Alters, and I’m pleased to report that as exciting as the premise is, it works even better in motion.

Players experience The Alters as Jan Dolski, an everyday worker who thinks he’s snagged the career opportunity of a lifetime. He and his team head to an alien planet in search of Rapidium, a mysterious, new element that space-mining corporation Ally Corp is extremely interested in. Using the Quantum Navigation System, Jan and his team head for a planet in a Triple Star System—a system with three suns—but something goes wrong. Horribly wrong, in fact.

Getting His Bearings

The Alters Preview – Aiming To Replicate Success – Game Informer

Getting His Bearings

As the Prologue kicks off, Jan stumbles out of his pod. “That was a tough landing,” he mutters to himself as he tries to clear his head from the impact. Clad in a futuristic spacesuit, Jan attempts to reach out via his communication device but is greeted with silence. I begin wandering around in the third-person view as Jan says, “I need to figure out what happened.”

The planet Jan has landed on features a desolate landscape. Grey, craggy cliffs roll directly into raging black tides that appear oily in makeup. The only vibrant color I can spot is a red cloud of smoke; the emergency flare from Jan’s crashing pod starkly contrasts the grey ground. As Jan continues, he spots his captain’s pod. After running up to it, he realizes that she’s dead. But she didn’t die from the crash; the pod is intact, and she looks like she died inside of it. Jan continues climbing up the mountain and comes to a vista. On one side, he spots a dreary beach area with several pods belonging to his team. Unfortunately, there’s no sign of life. On the other side of his view, he spots the giant, wheel-shaped mobile base he and his team are responsible for. 

The timing is serendipitous as he receives a warning of an incoming radiation wave. He needs to get to that mobile base ASAP. I sprint down the side of the mountain, getting Jan into the shielded base with seconds to spare. The camera shifts to a side perspective each time he enters the mobile base. Jan needs to contact someone and let them know what happened, so I navigate him to the Comms Room. While you’re in the base, you can view the layout of the rooms from a zoomed-out perspective, similar to XCOM’s base map. And, just like XCOM’s base-building, you can build new modules and rearrange existing ones. But for now, I decide to advance the story by bringing Jan to the Communications Room. 

The Alters

I take an elevator up one floor and find the room I’m looking for. Only one contact is listed as online: Unknown. The call consists of static with barely distinguishable words sneaking through. During dialogue, I’m given the option to choose how to respond. I declare that I’m the captain, and the person on the other end says something about “imminent danger” and “time remaining.” These words obviously grab Jan’s attention, who does his best to get more information from the awful connection. After some more probing, he gets more keywords like “planet activity rising,” “lethal proximity,” and “must escape.” All very comforting for a man who is the sole survivor of his crew.

Jan finally ascertains that one of the three stars in the planet’s system is too close, and if it rises over the horizon, it will burn Jan and the mobile base to a crisp. That event happens in eight days, so he needs to get that base up and running so it can escape the encroaching sunrise and move toward an extraction point before then. After reviewing the Captain’s Logs in the system, I learn all about Ally Corp, the radioactive Rapidium, and the Evacuation Protocol. Unfortunately, there’s not much he can do until one of the other two stars rises again and dissipates the nightly radiation wave, so I guide him to bed. The longer Jan sleeps each night, the more energy he has the next day; if you try to work while exhausted, he won’t be as effective or efficient at his tasks.

Venturing Out

The Alters

Venturing Out

Upon awakening the next day, I need to gather six metals outside in order to construct the room I need. I head to the airlock and return to the planet’s surface. The camera swings back to the third-person view as I head back to the planet’s grey landscape. I learn that metal deposits are indicated by red dust. A few nearby deposits draw me to them, so I mine and collect enough metal. I decide to explore a bit more, but not only is Jan tired, but one of the planet’s three suns is about to set, meaning that a deadly radiation wave is incoming. I head back to the base and use the evening hours to make progress there.

Back in the base, I enter the building mechanics, select the Workshop module to build, and place it next to the Comms Room. Now that I have a Workshop, I can craft tools and components. The game guides me to craft a scanner, which will take one in-game hour. As with all tasks – whether it’s mining or crafting – time speeds up while Jan completes the task. With the scanner complete, I’m ready to look for another natural resource on the planet: organic material. Unfortunately, that won’t be doable until the next morning, as the radiation wave is ravaging the outdoors until morning, so I put Jan to bed.

The next morning, I head towards some blue dust in the distance, as that signals the location of organic deposits. However, as I’m walking through a cave, I notice some strange visual effects. At first, I thought it was a visual glitch involving a strange pop-in or the lighting system malfunctioning – I’m playing an in-development build, after all. However, as I continue along that path, it’s more evident that this cool effect, which looks like fine light rays bursting from the ground, is intentional. As I turn a corner, there’s what looks like a massive blossom of these light rays. I approach them, and Jan remarks that this must be Rapidium, the primary focus on the mining mission that he and his dearly departed team were on the lookout for.

The Alters

I spend the next several hours collecting samples, finishing just in time for the radiation levels to rise again. I run back to the base just in time. I head to the Comms Room and chat with the caller on the other side. The person on the other side is excited that Jan thinks he discovered Rapidium and provides a room blueprint for a “Womb.” After building it and adding it to the base, I can test the Rapidium sample. Using the Womb, Rapidium, and a DNA sample, Jan successfully creates a sheep. He reports back, confirming that it is indeed Rapidium, then heads to bed.

The next morning arrives and I decide to take a different path: I want to investigate the drop pods of Jan’s fallen teammates. I head to the beach I spotted earlier, where I find Jan’s multitool. I still have time before the radiation hits, so I go to the blue dust off in the distance by the Rapidium I found yesterday. After climbing some cliffsides, I arrive at a flat area with several deposits. However, I can’t just mine it like I did with metal. After using Jan’s newly crafted scanner, I built a mining outpost and then connected pylons all the way back to the base. I initially didn’t realize I had a finite number of pylons, so I had to reposition the network of pylons, but thankfully that process is smooth enough. This unlocks fast travel between the outpost and base, which will definitely come in handy as those radiation waves start kicking up.

Speaking of which, it’s time to head back to the base and see if Jan can get the engine of the base running, but first, it’s dinner time. Jan heads to the kitchen to craft some Mush Meals. They don’t look or sound appetizing, but I’m sure they’re chockful of nutrients. The gameplay loop of venturing out to the planet, scouring for resources, and then returning to steadily build up the base scratches that survival itch that, when it hits just right, can hook you on a game for hours upon hours. Those were the hooks that began sinking into me as I went through these early hours of The Alters. I likely would have been content with this loop if this was the entire game, but the main thrust of the game’s very concept was about to reveal itself.

Where Things Get Wild

The Alters

Here’s Where Things Get Wild

Jan thinks he’s solved the problem of getting the mobile base operational and able to outrun the encroaching sunrise, but nothing can be easy for him in this endeavor. He tests the engine, but it not only fails but it sparks and smokes. He calls back to Earth to the Ally Corp employee he’s been talking with to complain. The voice on the other line says, “Rapidium can save you.” Jan ventures down to the Quantum Computer. All personnel records have been deleted except for his. Jan accesses his Mind Record, which shows a timeline of Jan’s entire life, complete with crucial decisions he has made dating back to his childhood – the ones he reflects on during his quiet moments. I see Jan’s choice to ignore a mugging he saw on the street as a teen, his decision to drop out of school, and his choice not to fight for his marriage. Jan, obviously confused, runs back up to the Comms Room and demands an explanation.

The voice on the other line doesn’t give much in the way of satisfying answers, but it does provide assistance in another way. The voice says, “Activate Branching Protocol,” followed by “Create The Alters.” Jan, devoid of other options, walks back down to the Quantum Computer and accesses those key decision points in his Mind Record. Searching for a Branching Point, Jan pinpoints one where he could see what if, instead of moving away, he stayed home and took care of his mother. 

The Alters

After a cutscene that shows that Jan has some seriously conflicted feelings about what he’s doing, the result is ready in The Womb. An Alter of Jan Dolski emerges. He appears slightly different in facial hair and hairstyle, plus he speaks slightly differently. But make no mistake; this is Jan Dolski. However, this alternate path sent him down the road to becoming a technician. To denote the difference between your Jan and this new one in the menus, this new one is called Jan Technician. My Jan tries to catch Jan Technician up on the situation, but Technician is clearly confused and irritated by what’s going on.

As I try to explain things to him, I’m given dialogue options, with each one pulling different emotions from him: words like “Anxiety,” “Insecurity,” “Fun,” “Less Gloom,” “Frustration,” and “Rebellion” pop up around his face each time I provide an answer. As you grow your roster of Alters, you’re responsible for monitoring the mental states of the Alters on your team. I can’t help but feel there’s no way to end this first chat with Technician on great terms, so while he helps me to fix the engine, he tells my Jan to stay away from him. My Jan lets Technician storm off. It’s okay; the mobile base is officially mobile again, and the Jans can escape the sunrise. For now.

Getting Rolling

The Alters

Getting Rolling

The base begins rolling like a giant wheel. As the base traverses the planet’s surface, I craft a repair kit to fix the Comms Room; now, I can finally fully understand the person on the other line with minimal static. Afterward, I return to the Quantum Computer and access Jan’s Mind Record. Where I chose as the decision point to create Jan Technician, a new branch on the Mind Record timeline has split off. I can now see Technician’s life choices and key decision moments that differ from my Jan’s life. It’s a fascinating exercise in learning how different lives can become based on one different decision.

You can create several Alters, each with their own specialties, personalities, and looks, based on which decision point you decide to engage with. For example, what if Jan intervened in the mugging he witnessed as a kid? That would create a doctor Alter that allows characters to heal and cook faster. What if Jan took the job his deadbeat dad offered him instead of telling him to shove it? That would create a miner who allows the team to be more efficient at mining. What if you decide to stay in college instead of dropping out? That gives you the scientist Alter, who can research new technologies.

The Alters

Creating Alters seems as much about developing the correct team composition as it is about ensuring that the personalities don’t clash too much. However, you don’t have much information before creating your Alters, so it’s probably best to just hope for the best and smooth things over after the fact. I legitimately can’t wait to see how I can put my teams together and how the various personalities will interact with one another once I have a full team of Jans in the final game. For this demo, I need to make amends with Technician before I can hope to fill out my team even more. I engage in a conversation with him, make the right dialogue choices, and before I know it, my Jan is trying to make their mom’s trademark pierogi recipe from their limited ingredients and reminiscing on their family. With that, Jan Technician’s mood and cooperation improve, and things are finally starting to look up.

My time with The Alters is about to come to a close, so I run up to the Comms Room, and I see that I have a call from a new person. I won’t spoil it, but it is a person from Jan’s past, which adds an extra fold to the story and where we’re going with the what-if scenarios concerning Jan’s past. However, shortly after I hang up, the base stops, and it’s time to see what I need to do to get things rolling once again. 

The Alters

“You are running from the sun all the time; you have this huge mobile base, and whenever you finish an act – you managed to overcome some problem that was blocking you – you start rolling to the rendezvous point where you are supposed to meet the rescue team that is going to take you home,” lead designer Rafał Włosek says. “It was very difficult for us to balance this in such a way so we could create pressure and create this feeling that you have to survive and make sure that the player will not stay too long in one place, because we want the story to progress, but at the same time, we didn’t want to create a situation of too much tension where you cannot focus on your Alters and the [what-if] questions we want to talk about with you.”

The words “Act 1” flash across the screen with a message that the sunrise is coming in 29 days, and it seems like the game is ready to begin. Everything to this point seems to be an in-depth tutorial; just like Jan, I learned on the job. Now I’m itching to start the real job of making more Jan Alters and getting the crew off the dangerous planet. After spending over two hours with The Alters, 11 Bit Studios’ immersive survival with a multiversal twist has skyrocketed up my most-anticipated list. I can’t wait to see how Jan’s story plays out when The Alters arrives on PlayStation 5, Xbox Series X/S, and PC later this year.

How to Build a Studio Around a TriCaster Mini X Under $20K – Videoguys

On today’s Videoguys Live, join us live as we reveal the secrets to building a professional-grade studio with a Tricaster Mini X, all within a budget of $20,000. Discover cost-effective strategies, essential gear, and expert tips to elevate your production value. Don’t miss out on this comprehensive guide to creating a top-notch studio setup without breaking the bank. Tune in to transform your vision into reality!

Watch the full video here:

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On today’s show:

  1. WorkFlow Slide
  2. TriCaster Mini X and why to build around it.
  3. Why Do I need a network switch?
  4. What Is a PTZ?
  5. Understanding PTZ Zoom 
  6. Expanding the Studio With NDI:​ Using Encoders/Decoders​ and Kiloview X1 and Cube R1

Workflow

How to Build a Studio Around a TriCaster Mini X Under $20K – Videoguys

 

TriCaster Mini X

The best mix of hardware IO and NDI production capabilities and test software

  • HD & 4K switching, streaming, and recording up to 4Kp30
  • 4 HDMI inputs (8 total external video inputs) and 4 mix outputs
  • Connect to compatible IP devices via NDI®
  • Compatible with all major streaming platforms
  • Real-time social media publishing
  • Multi-channel recording, audio mixing and internal storage
  • Video playback without additional hardware
  • Built-in live titling and motion graphics
  • Live Link brings the power of the internet directly into TriCaster

TriCaster Mini X and Control Surface Bundle

The ideal traveling partner for TriCaster Mini X, the TriCaster Mini Control Surface provides studio-style control and a small footprint to deliver professional results

Bundle Includes:

  • Tricaster Mini X
  • TriCaster Mini Control Surface
  • Carrying Case

Why Do I Need a Network Switch in an NDI Workflow?

You need a network switch for an NDI production workflow because it acts as a central hub that connects all your NDI-enabled devices, such as cameras, computers, and production equipment, together.

  1. Connect Devices: Links cameras, computers, and production gear together.
  2. Smooth Data Sharing: Ensures easy sharing of video and audio data.
  3. Organized Workflow: Helps in managing devices for a smooth production process.
  4. Real-Time Collaboration: Enables instant collaboration between devices.

NETGEAR M4250 Switch’s Are Designed for AV over IP

  • Out-of-the-box support for every networked AV solution.
  • NDI Allows for Power, Control and Video to be sent through 1 cable
  • Gives the power for NDI workflows with PoE
  • Built for 1G AV over IP installations
  • Designed for a clean integration with traditional rack-mounted AV equipment.

Total ports

1G

SFP

PoE Ports

Total Power

Form Factor

Price

GSM4210PD

M4250-9G1F-PoE+

10

9

1

8xPoE+

110W

Desktop

$599.99

GSM4210PX

M4250-8G2XF-PoE+

10

8

2xSFP+

8xPoE+

220W

Desktop

$899.99

Total ports​

1G​

SFP​

PoE Ports​

Total

Power​

Form 

Factor​

Price​

GSM4212P​

M4250-10G2F-PoE+ ​

12​

10​

2​

8xPoE+​

125W​

1U​

$609.99​

GSM4212PX​

M4250-10G2XF-PoE+​

12​

10​

2xSFP+​

8xPoE+​

240W​

1U​

$979.99​

GSM4212UX​

M4250-10G2XF-PoE++​

12​

10​

2xSFP+​

8xPoE++​

720W​

1U​

$1,199.99​

What is a PTZ Camera?

  • PAN. TILT. ZOOM.
  • A robotic video camera controlled by a remote operator 
  • Easy, automated production workflow with other software technologies for recording and live streaming directly to content delivery networks like Facebook and YouTube.
  • NDI with 1 Cable to Do it All: Cat 6 cable provides power from POE switch, Control over IP, NDI video anywhere on the network
  • 1080 60P
  • 20X Zoom
  • NDI|HX 3, 3G SDI, HDMI
  • H.265 encoding
  • XLR to XLR Mini Adapter included
  • PoE+

The NDI®|HX PTZ3 Camera is the very best and easiest way to acquire live video for input into any workflow and is the world’s first camera to offer NDI|HX3 – deliver low latency transmission with reduced bandwidth while remaining visually lossless. In addition, the all-new PTZ3 is the very first NewTek camera to offer Professional XLR audio connectivity as well as Tally, control, power, audio and video all using a single cable.

How Much Optical Zoom Do I Need?

  • 12x PTZ Camera: 25 feet from subject
  • 20x PTZ Camera: 50 feet from subject
  • 30x PTZ Camera: 75+ feet from subject

Expand Your NDI Workflow with Encoders/Decoders

NDI Encoder:

  • Capture AV from HDMI or SDI and convert to NDI
  • Transmit NDI over a network
  • Use with cameras, mixers, displays, and more

NDI Decoder:

  • Converts NDI to SDI/HDMI
  • Decodes the signals back into video and audio data to be viewed, recorded, streamed, or used in live or recorded production
  • Use with any NDI device on the same network

Kiloview CUBE X1

Distribute the NDI outputs with Kiloview CUBE X1

  • 13 channels NDI inputs
  • 26 channels NDI outputs

Kiloview CUBE R1

  • 9 channels HD high bandwidth
  • 4 channels 4K NDI high bandwidth

Viz Flowics

  • Broadcast-quality HTML5 graphics engine 
  • All-in-one solution for creating live HTML5 graphics
  • Cloud-native, web-based
  • Create, preview and playout directly from any browser
  • Code free native data connectors for sports, weather, finance, esports and more 
  • Viewer engagement tools: social media and second screen participation mechanics
  • Supports all production workflows

SanDisk Pro-Blade SSD System Review: Unifying Data Management for Phot – Videoguys

SanDisk Pro-Blade SSD System Review: Unifying Data Management for Phot – Videoguys

In this comprehensive review of the SanDisk Pro-Blade SSD System, Alex Coleman from PhotographyLife examines how this innovative storage solution caters to the needs of professional photographers and videographers. With the increasing demand for managing large volumes of high-resolution media, SanDisk’s Pro-Blade line offers a unified approach to streamline data management processes.

Key Features of the SanDisk Pro-Blade SSD System

Most professionals are accustomed to capturing images and videos on in-camera storage devices, then offloading them to portable hard drives, and finally transferring them to desktop systems. The SanDisk Pro-Blade SSD System aims to simplify this workflow. Central to this system is the Pro-Blade Mag SSD, which comes in storage capacities of 1TB, 2TB, and 4TB. The SSDs allow direct filming and easy connection to enclosures for editing, thus eliminating the import step and utilizing high speeds for both recording and editing.

Pro-Blade Mag SSD: Compact and Robust

The Pro-Blade Mag SSD is designed for durability and high performance. It features a compact aluminum housing rated for 3m drops and 4000lb crush loads. The proprietary Pro-Blade Interface ensures modularity, durability, and impressive throughput, rated for 2,000+ cycles into docks and capable of 3,000+ MB/s read speeds with the appropriate enclosure.

Transport and Station Enclosures

The Pro-Blade system includes two types of enclosures:

  1. Transport Enclosure: Ideal for portability, this enclosure supports a single Mag SSD and offers up to 2000MB/s read/write speeds via a USB-C 3.2 Gen 2×2 port. Its clean design and efficient heat management make it a practical choice for on-the-go professionals.

  2. Station Enclosure: Designed for desktop workflows, this enclosure houses up to four Mag SSDs, providing up to 16TB of storage with 3000+ MB/s speeds over Thunderbolt 3. It’s perfect for high-demand workflows, large studios, and productions requiring fast data access and massive storage capacity.

Performance Analysis

In testing, the Mag SSDs delivered excellent performance on both PC and Mac systems. Coleman used a 14-inch MacBook Pro with an M1 Pro chip and a Windows system with an AMD 5950x processor. The SSDs achieved speeds that effectively saturated the available USB-C bandwidth and maintained high speeds during extensive file transfers without overheating or throttling.

Real-World Use and Recommendations

While the Pro-Blade Mag SSDs can reach their full potential in terms of speed and performance, their actual performance depends on the computer’s interface. The Transport enclosure’s lack of Thunderbolt support limits its speed to about 1000 MB/s on many systems, but the Station enclosure overcomes this limitation with Thunderbolt 3 connectivity.

Despite these limitations, the SanDisk Pro-Blade SSD System stands out for its high-quality build, modularity, and professional design. It’s an excellent choice for photographers and videographers who need fast, portable, and swappable storage solutions. Although the system is more expensive than simpler SSD options, its unique features and performance benefits justify the cost.

Conclusion

The SanDisk Pro-Blade SSD System is an exceptional choice for professionals requiring a streamlined and robust storage solution. Its combination of speed, durability, and modular design makes it a standout option for managing large volumes of high-resolution data on the go.

Read the full article by Alex Coleman for Photography Life HERE

Absen Unveils Cutting-Edge LED Display Solutions at InfoComm 2024 – Videoguys

Absen, a global leader in LED display technology, proudly introduces its latest innovations—the Pixel Reality RGBW Series, Jupiter Pro Series, Jupiter V2 Series, and Flex Series—at InfoComm 2024. These state-of-the-art display solutions, part of the AbsenLive lineup, are tailored to meet the diverse demands of the live event and staging industry.

Neil Morrison, VP of Rental and Staging at Absen, expressed, “With the launch of the Pixel Reality RGBW Series, Jupiter Pro Series, Jupiter V2 Series, and Flex Series, we continue our legacy of innovation, providing our customers with the tools they need to create immersive and unforgettable experiences. We are excited to unveil a comprehensive range of displays designed specifically for the dynamic requirements of live event and staging applications.”

Pixel Reality RGBW Series

The Pixel Reality (PR) Series is a professional-grade LED wall solution designed for virtual production. Featuring pixel pitches from 1.5 to 5.2 mm, it’s perfect for creating immersive backdrops and ceilings in virtual studios. The PR Series excels in color reproduction, crucial for cinematic content, and supports essential virtual production features like frame multiplication, frame remapping, and high frame rate content.

Absen Unveils Cutting-Edge LED Display Solutions at InfoComm 2024 – Videoguys

Jupiter Pro Series

The Jupiter Pro Series is engineered for rental and staging environments, offering an ultra-lightweight and highly transparent display. With brightness levels up to 4500nits and a 10000:1 ultra-high contrast ratio, it ensures vibrant visuals. Features such as hanging installation and compatibility with virtual production studio ceilings make the Jupiter Pro Series versatile and high-performing.

Jupiter V2 Series

The Jupiter V2 Series features an innovative L-shaped display with flexible connections, combining an ultra-lightweight design with high transparency. With a brightness of 4500nits and a transparency rate of 35%, this series uses a composite structural design that enhances strength while reducing weight, enabling seamless installation and stunning visual effects.

Flex Series

The Flex Series offers unparalleled flexibility, supporting large-angle concave or convex shapes, cylindrical or 90-degree arc shapes. It complements Absen’s NT/PL V10/PL V2 series, merging advanced performance with sleek, curved aesthetics for a high-quality, captivating visual experience.

Read the full Press Release from Absen HERE

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