AI’s Game-Changing Impact on Corporate Real Estate

Artificial Intelligence (AI) is transforming industries worldwide, and the corporate real estate (CRE) sector is no exception. The “Colliers Global AI in CRE Report 2024” provides an in-depth exploration of how AI is reshaping CRE, offering significant breakthroughs and long-term benefits. The report covers various aspects…

MRMC New Technology for Worship – Videoguys

The blog post “MRMC Updates Prestonwood Baptist Church In Plano, TX” by Ellen Lampert-Greaux for LiveDesignOnline details the recent upgrade of broadcast and streaming technology at Prestonwood Baptist Church. Bryan Bailey, director of media at the church, and Paddy Taylor, head of broadcast solutions at MRMC, discuss their collaboration on this significant update completed in January 2024.

Extent and Goals of the New Install: The church, with a mission to impact the world through effective means, found its existing broadcast setup outdated. The new installation aimed to enhance the church’s ability to deliver dynamic and immersive broadcasts to its audience, which includes 15,000 weekly online viewers.

New Gear Installed:

  • Audio: A d&b Soundscape system replaced the old audio PA, enhancing the audio experience.
  • Stage: Paragon360 redesigned the stage, adding more square footage and better cable management.
  • LED Walls: Upgraded with denser-pitched ReveLux products, increasing the digital scenery canvas.
  • Lighting: UVLD introduced new LED moving light fixtures, and Ayrton’s 32 Huracan LT and 50 Eurus fixtures provided improved stage and audience lighting.
  • Video: The entire video system was updated from a 1080i setup, including a Sony XVS 6000 switcher, Evertz routing, Boland monitors, TBC furniture, and Riedel intercom.

Enhanced Service Experience: The upgrade from nine cameras to 18, including various Sony models on MRMC heads, significantly improved camera angles and movement, making the broadcast more engaging for viewers. The discreet MRMC robotics allowed operators to control cameras remotely, increasing creative freedom without disturbing the congregation.

Holiday Productions: The church hosts “The Gift of Christmas,” a large-scale production involving 1,500 volunteers, 14 performances, and 70,000 attendees. The AVL design work took this annual event into account, ensuring the new technology supports its immersive nature.

Challenges and Solutions: Adapting the technology for a church environment posed unique challenges. MRMC’s discreet camera placements and volunteer-friendly software were crucial solutions, setting a precedent for other churches to enhance their worship and teaching environments with robotic cameras.

Read the full article by Ellen Lampert-Greaux for LiveDesignOnline HERE


Learn more about MRMC below:

A Deep Dive Into Dragon Age: The Veilguard’s Expansive Character Creator

As BioWare prepared to show me the character creator for Dragon Age: The Veilguard in its Edmonton, Canada, offices, I expected something robust – it’s 2024, character creators have come a long way, and Bioware has a rich history of good customization. Despite my expectations, I was not prepared for how robust it actually is in Veilguard. Robust enough, even, that BioWare used it to create most of the NPCs in the game, save for mainline characters like companions. Setting hyperbole aside, it is a staggeringly rich creation system, and I look forward to seeing player-created near-replicas of celebrities and monstrous creations that’d be more at home in a horror game. 

But I’m also looking forward to the community’s reaction to the Dragon Age series’ best character creator yet. At the heart of it is inclusivity, Veilguard game director Corinne Busche tells me before letting me guide her through creating my own character. 

Dragon Age: The Veilguard Dreadwolf Game Informer Cover Story

As is usual, there are four races to choose from: Elves, Qunari, Humans, and Dwarves. After selecting Qunari, Busche pages through various presets, explaining the game allows for more detailed looks at each and the ability to choose pronouns with she/her, he/him, and they/them separately from gender, select different body types, and more. You can view your character, referred to as Rook in-game, in four different lighting scenes at any time, including The Veilguard’s keynote purple hue, a bright and sunny tropical day, and a gothic night. 

I joke with the team that after spending upwards of an hour creating my Dragon Age: Inquisition character in 2014, I immediately restarted the game after seeing him in the first cutscene; the in-game lighting made my hair color look terrible amongst other issues I had with my Inquisitor. Veilguard creative director John Epler says the team is aware of countless stories like that with Inquisition and its green-hued character creator, adding BioWare worked hard to squash that concern in Veilguard. 

Head and body presets can be selected individually and customized to your liking with 40 different complexions that include smooth, rugged, youthful, and freckled skin tones, skin hues ranging from cool to neutral to warm, undertones to those skin tones, and even a melanin slider. Busche tells me BioWare relied on consultation to represent all people authentically. There’s a Vitiligo slider (where you can adjust the intensity and amount of it) and sliders for your forehead, brow, cheeks, jaw, chin, larynx, and scalp. You can select your undergarments, with nudity as well because “this is a mature RPG,” Busche adds, and use the “Body Morpher” to select three presets for each corner of a triangle and then move a cursor within it to morph your body or head into a mix of these presets. It’s an impressive technology I’d like to see adopted in other games. 

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I can keep going: You can adjust height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how visible cataracts are, the sclera color, how crooked your nose is, how big its bridge is, the size of nostrils and the nose tip, and there are as many sliders, if not more, for things like Rook’s mouth and ears. On ears alone, I see you can adjust asymmetry, depth, rotation, earlobe size, and even add cauliflower ear to your Rook. Busche says makeup blends modern stylings with the fantasy of Dragon Age with more than 30 options, including eyeliner intensity, color, glitter, eye shadow, lips, and blush.

Tattoos are just as customizable alongside options for scars and paint. Tattoos, scars, and paint are very culturally relevant to some lineages, BioWare tells me, with unique tattoos for elves, for example. You can add tattoos to Rook’s face, body, arms, and legs, and you can adjust things like intensity, too. 

Im most impressed, however, by the hair options on display; there are a ton, and as someone with long hair, I’m especially excited about the fun selections I can make. You can finally dye your hair with non-traditional colors, and it’s gorgeous. EA’s Frostbite engine uses the Strand system to render each style fully with physics. “The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes says.

After customizing all of that and selecting our Qunari’s horn type and material (of which there are more than 40 options to choose from), it’s time to pick a class out of the Rogue, Mage, and Warrior – read more about Veilguard’s classes here. Since we built a Qunari, we went with Warrior. For the penultimate step of the character creator, at least during the demo BioWare shows me, we select a faction. Out of the six options, we select the pirate-themed Lords of Fortune. 

“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass Effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.

“Rook is here because they choose to be and that speaks to the kind of character that we’ve built,” Busche adds. “Someone needs to stop this, and Rook says, ‘I guess that’s me.'”

Ready to begin our Rook’s journey, we select a first and last name and one of four voices out of English masculine, English feminine, American masculine, or American feminine options. There’s a pitch shifter for each voice, too, allowing you to tweak it to your liking further.

Don’t stress too much about locking in your character creations before beginning the game – the Mirror of Transformation, which is found in Veilguard’s main hub, The Lighthouse, allows you to change your physical appearance at any time. However, class, lineage, and identity are locked in and cannot be changed after you select them in the game’s character creator. 

From here, we’re off to Minrathous, and you can read more about that famed city in our cover story, which is available here.


For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below. 

CHARMed collaboration creates a potent therapy candidate for fatal prion diseases

Drug development is typically slow: The pipeline from basic research discoveries that provide the basis for a new drug to clinical trials and then production of a widely available medicine can take decades. But decades can feel impossibly far off to someone who currently has a fatal disease. Broad Institute of MIT and Harvard Senior Group Leader Sonia Vallabh is acutely aware of that race against time, because the topic of her research is a neurodegenerative and ultimately fatal disease — fatal familial insomnia, a type of prion disease — that she will almost certainly develop as she ages. 

Vallabh and her husband, Eric Minikel, switched careers and became researchers after they learned that Vallabh carries a disease-causing version of the prion protein gene and that there is no effective therapy for fatal prion diseases. The two now run a lab at the Broad Institute, where they are working to develop drugs that can prevent and treat these diseases, and their deadline for success is not based on grant cycles or academic expectations but on the ticking time bomb in Vallabh’s genetic code.

That is why Vallabh was excited to discover, when she entered into a collaboration with Whitehead Institute for Biomedical Research member Jonathan Weissman, that Weissman’s group likes to work at full throttle. In less than two years, Weissman, Vallabh, and their collaborators have developed a set of molecular tools called CHARMs that can turn off disease-causing genes such as the prion protein gene — as well as, potentially, genes coding for many other proteins implicated in neurodegenerative and other diseases — and they are refining those tools to be good candidates for use in human patients. Although the tools still have many hurdles to pass before the researchers will know if they work as therapeutics, the team is encouraged by the speed with which they have developed the technology thus far.

“The spirit of the collaboration since the beginning has been that there was no waiting on formality,” Vallabh says. “As soon as we realized our mutual excitement to do this, everything was off to the races.”

Co-corresponding authors Weissman and Vallabh and co-first authors Edwin Neumann, a graduate student in Weissman’s lab, and Tessa Bertozzi, a postdoc in Weissman’s lab, describe CHARM — which stands for Coupled Histone tail for Autoinhibition Release of Methyltransferase — in a paper published today in the journal Science.

“With the Whitehead and Broad Institutes right next door to each other, I don’t think there’s any better place than this for a group of motivated people to move quickly and flexibly in the pursuit of academic science and medical technology,” says Weissman, who is also a professor of biology at MIT and a Howard Hughes Medical Institute Investigator. “CHARMs are an elegant solution to the problem of silencing disease genes, and they have the potential to have an important position in the future of genetic medicines.”

To treat a genetic disease, target the gene

Prion disease, which leads to swift neurodegeneration and death, is caused by the presence of misshapen versions of the prion protein. These cause a cascade effect in the brain: the faulty prion proteins deform other proteins, and together these proteins not only stop functioning properly but also form toxic aggregates that kill neurons. The most famous type of prion disease, known colloquially as mad cow disease, is infectious, but other forms of prion disease can occur spontaneously or be caused by faulty prion protein genes.

Most conventional drugs work by targeting a protein. CHARMs, however, work further upstream, turning off the gene that codes for the faulty protein so that the protein never gets made in the first place. CHARMs do this by epigenetic editing, in which a chemical tag gets added to DNA in order to turn off or silence a target gene. Unlike gene editing, epigenetic editing does not modify the underlying DNA — the gene itself remains intact. However, like gene editing, epigenetic editing is stable, meaning that a gene switched off by CHARM should remain off. This would mean patients would only have to take CHARM once, as opposed to protein-targeting medications that must be taken regularly as the cells’ protein levels replenish.

Research in animals suggests that the prion protein isn’t necessary in a healthy adult, and that in cases of disease, removing the protein improves or even eliminates disease symptoms. In a person who hasn’t yet developed symptoms, removing the protein should prevent disease altogether. In other words, epigenetic editing could be an effective approach for treating genetic diseases such as inherited prion diseases. The challenge is creating a new type of therapy.

Fortunately, the team had a good template for CHARM: a research tool called CRISPRoff that Weissman’s group previously developed for silencing genes. CRISPRoff uses building blocks from CRISPR gene editing technology, including the guide protein Cas9 that directs the tool to the target gene. CRISPRoff silences the targeted gene by adding methyl groups, chemical tags that prevent the gene from being transcribed, or read into RNA, and so from being expressed as protein. When the researchers tested CRISPRoff’s ability to silence the prion protein gene, they found that it was effective and stable.

Several of its properties, though, prevented CRISPRoff from being a good candidate for a therapy. The researchers’ goal was to create a tool based on CRISPRoff that was just as potent but also safe for use in humans, small enough to deliver to the brain, and designed to minimize the risk of silencing the wrong genes or causing side effects.

From research tool to drug candidate

Led by Neumann and Bertozzi, the researchers began engineering and applying their new epigenome editor. The first problem that they had to tackle was size, because the editor needs to be small enough to be packaged and delivered to specific cells in the body. Delivering genes into the human brain is challenging; many clinical trials have used adeno-associated viruses (AAVs) as gene-delivery vehicles, but these are small and can only contain a small amount of genetic code. CRISPRoff is way too big; the code for Cas9 alone takes up most of the available space.

The Weissman lab researchers decided to replace Cas9 with a much smaller zinc finger protein (ZFP). Like Cas9, ZFPs can serve as guide proteins to direct the tool to a target site in DNA. ZFPs are also common in human cells, meaning they are less likely to trigger an immune response against themselves than the bacterial Cas9.

Next, the researchers had to design the part of the tool that would silence the prion protein gene. At first, they used part of a methyltransferase, a molecule that adds methyl groups to DNA, called DNMT3A. However, in the particular configuration needed for the tool, the molecule was toxic to the cell. The researchers focused on a different solution: Instead of delivering outside DNMT3A as part of the therapy, the tool is able to recruit the cell’s own DNMT3A to the prion protein gene. This freed up precious space inside of the AAV vector and prevented toxicity.

The researchers also needed to activate DNMT3A. In the cell, DNMT3A is usually inactive until it interacts with certain partner molecules. This default inactivity prevents accidental methylation of genes that need to remain turned on. Neumann came up with an ingenious way around this by combining sections of DNMT3A’s partner molecules and connecting these to ZFPs that bring them to the prion protein gene. When the cell’s DNMT3A comes across this combination of parts, it activates, silencing the gene.

“From the perspectives of both toxicity and size, it made sense to recruit the machinery that the cell already has; it was a much simpler, more elegant solution,” Neumann says. “Cells are already using methyltransferases all of the time, and we’re essentially just tricking them into turning off a gene that they would normally leave turned on.”

Testing in mice showed that ZFP-guided CHARMs could eliminate more than 80 percent of the prion protein in the brain, while previous research has shown that as little as 21 percent elimination can improve symptoms.

Once the researchers knew that they had a potent gene silencer, they turned to the problem of off-target effects. The genetic code for a CHARM that gets delivered to a cell will keep producing copies of the CHARM indefinitely. However, after the prion protein gene is switched off, there is no benefit to this, only more time for side effects to develop, so they tweaked the tool so that after it turns off the prion protein gene, it then turns itself off.

Meanwhile, a complementary project from Broad Institute scientist and collaborator Benjamin Deverman’s lab, focused on brain-wide gene delivery and published in Science on May 17, has brought the CHARM technology one step closer to being ready for clinical trials. Although naturally occurring types of AAV have been used for gene therapy in humans before, they do not enter the adult brain efficiently, making it impossible to treat a whole-brain disease like prion disease. Tackling the delivery problem, Deverman’s group has designed an AAV vector that can get into the brain more efficiently by leveraging a pathway that naturally shuttles iron into the brain. Engineered vectors like this one make a therapy like CHARM one step closer to reality.

Thanks to these creative solutions, the researchers now have a highly effective epigenetic editor that is small enough to deliver to the brain, and that appears in cell culture and animal testing to have low toxicity and limited off-target effects.

“It’s been a privilege to be part of this; it’s pretty rare to go from basic research to therapeutic application in such a short amount of time,” Bertozzi says. “I think the key was forming a collaboration that took advantage of the Weissman lab’s tool-building experience, the Vallabh and Minikel lab’s deep knowledge of the disease, and the Deverman lab’s expertise in gene delivery.”

Looking ahead

With the major elements of the CHARM technology solved, the team is now fine-tuning their tool to make it more effective, safer, and easier to produce at scale, as will be necessary for clinical trials. They have already made the tool modular, so that its various pieces can be swapped out and future CHARMs won’t have to be programmed from scratch. CHARMs are also currently being tested as therapeutics in mice. 

The path from basic research to clinical trials is a long and winding one, and the researchers know that CHARMs still have a way to go before they might become a viable medical option for people with prion diseases, including Vallabh, or other diseases with similar genetic components. However, with a strong therapy design and promising laboratory results in hand, the researchers have good reason to be hopeful. They continue to work at full throttle, intent on developing their technology so that it can save patients’ lives not someday, but as soon as possible.

Scientists use computational modeling to guide a difficult chemical synthesis

Researchers from MIT and the University of Michigan have discovered a new way to drive chemical reactions that could generate a wide variety of compounds with desirable pharmaceutical properties.

These compounds, known as azetidines, are characterized by four-membered rings that include nitrogen. Azetidines have traditionally been much more difficult to synthesize than five-membered nitrogen-containing rings, which are found in many FDA-approved drugs.

The reaction that the researchers used to create azetidines is driven by a photocatalyst that excites the molecules from their ground energy state. Using computational models that they developed, the researchers were able to predict compounds that can react with each other to form azetidines using this kind of catalysis.

“Going forward, rather than using a trial-and-error process, people can prescreen compounds and know beforehand which substrates will work and which ones won’t,” says Heather Kulik, an associate professor of chemistry and chemical engineering at MIT.

Kulik and Corinna Schindler, a professor of chemistry at the University of Michigan, are the senior authors of the study, which appears today in Science. Emily Wearing, recently a graduate student at the University of Michigan, is the lead author of the paper. Other authors include University of Michigan postdoc Yu-Cheng Yeh, MIT graduate student Gianmarco Terrones, University of Michigan graduate student Seren Parikh, and MIT postdoc Ilia Kevlishvili.

Light-driven synthesis

Many naturally occurring molecules, including vitamins, nucleic acids, enzymes and hormones, contain five-membered nitrogen-containing rings, also known as nitrogen heterocycles. These rings are also found in more than half of all FDA-approved small-molecule drugs, including many antibiotics and cancer drugs.

Four-membered nitrogen heterocycles, which are rarely found in nature, also hold potential as drug compounds. However, only a handful of existing drugs, including penicillin, contain four-membered heterocycles, in part because these four-membered rings are much more difficult to synthesize than five-membered heterocycles.

In recent years, Schindler’s lab has been working on synthesizing azetidines using light to drive a reaction that combines two precursors, an alkene and an oxime. These reactions require a photocatalyst, which absorbs light and passes the energy to the reactants, making it possible for them to react with each other.

“The catalyst can transfer that energy to another molecule, which moves the molecules into excited states and makes them more reactive. This is a tool that people are starting to use to make it possible to make certain reactions occur that wouldn’t normally occur,” Kulik says.

Schindler’s lab found that while this reaction sometimes worked well, other times it did not, depending on which reactants were used. They enlisted Kulik, an expert in developing computational approaches to modeling chemical reactions, to help them figure out how to predict when these reactions will occur.

The two labs hypothesized that whether a particular alkene and oxime will react together in a photocatalyzed reaction depends on a property known as the frontier orbital energy match. Electrons that surround the nucleus of an atom exist in orbitals, and quantum mechanics can be used to predict the shape and energies of these orbitals. For chemical reactions, the most important electrons are those in the outermost, highest energy (“frontier”) orbitals, which are available to react with other molecules.

Kulik and her students used density functional theory, which uses the Schrödinger equation to predict where electrons could be and how much energy they have, to calculate the orbital energy of these outermost electrons.

These energy levels are also affected by other groups of atoms attached to the molecule, which can change the properties of the electrons in the outermost orbitals.

Once those energy levels are calculated, the researchers can identify reactants that have similar energy levels when the photocatalyst boosts them into an excited state. When the excited states of an alkene and an oxime are closely matched, less energy is required to boost the reaction to its transition state — the point at which the reaction has enough energy to go forward to form products.

Accurate predictions

After calculating the frontier orbital energies for 16 different alkenes and nine oximes, the researchers used their computational model to predict whether 18 different alkene-oxime pairs would react together to form an azetidine. With the calculations in hand, these predictions can be made in a matter of seconds.

The researchers also modeled a factor that influences the overall yield of the reaction: a measure of how available the carbon atoms in the oxime are to participate in chemical reactions.

The model’s predictions suggested that some of these 18 reactions won’t occur or won’t give a high enough yield. However, the study also showed that a significant number of reactions are correctly predicted to work.

“Based on our model, there’s a much wider range of substrates for this azetidine synthesis than people thought before. People didn’t really think that all of this was accessible,” Kulik says.

Of the 27 combinations that they studied computationally, the researchers tested 18 reactions experimentally, and they found that most of their predictions were accurate. Among the compounds they synthesized were derivatives of two drug compounds that are currently FDA-approved: amoxapine, an antidepressant, and indomethacin, a pain reliever used to treat arthritis.

This computational approach could help pharmaceutical companies predict molecules that will react together to form potentially useful compounds, before spending a lot of money to develop a synthesis that might not work, Kulik says. She and Schindler are continuing to work together on other kinds of novel syntheses, including the formation of compounds with three-membered rings.

“Using photocatalysts to excite substrates is a very active and hot area of development, because people have exhausted what you can do on the ground state or with radical chemistry,” Kulik says. “I think this approach is going to have a lot more applications to make molecules that are normally thought of as really challenging to make.”

US clamps down on China-bound investments

In a move that has further strained the already tense US-China relations, the Biden administration has advanced plans to restrict American investments in key Chinese technology sectors. This decision, announced by the US Treasury Department, has sparked a swift and sharp rebuke from Beijing, highlighting the…

Dead Rising Deluxe Remaster Announced With Teaser Trailer

Capcom has revealed Dead Rising Deluxe Remaster, a remaster of the Xbox 360 game that first launched in 2006. Though the once previously Xbox-exclusive game has since made its way to PlayStation and PC platforms, it remains unclear which platforms this remaster is coming to. And there’s no word on when to expect the remaster either. 

Revealed with a short 47-second teaser trailer, Dead Rising Deluxe Remaster looks great, almost more like a remake than a remaster. It’s unclear if this is a remaster of the original 2006 game or the HD version of Dead Rising that launched on PlayStation, Xbox, and PC back in 2017. Regardless, we’re stoked to head back into a zombie-infested mall with journalist Frank West whenever this remaster launches. 

Check out the Dead Rising Deluxe Remaster teaser trailer for yourself below

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Are you excited for Dead Rising Deluxe Remaster? Let us know in the comments below!

Capcom Next Showcase Will Highlight Three Games Next Week, Including Dead Rising Deluxe Remaster

Capcom has announced that it will present a Capcom Next Summer 2024 showcase next week highlighting three games: Kunitsu Gami: Path of the Goddess, which launches next month, the recently revealed Dead Rising Deluxe Remaster, and Resident Evil 7: Biohazard for iPhone/iPad/Mac. The showcase will begin at 3 p.m. PT/6 p.m. ET next week, on Monday, July 1.

Notably, despite excitement around the title, Capcom says there will not be any updates about Monster Hunter Wilds, which is due out on PlayStation 5, Xbox Series X/S, and PC sometime next year

Check out the Capcom Next Summer 2024 showcase teaser for yourself below

While waiting for the Capcom Next showcase next week, check out Game Informer’s New Gameplay Today about Resident Evil Village running on an iPhone 15, and then read Game Informer’s Resident Evil 7: Biohazard review. You can keep up with other upcoming summer gaming showcases by checking out our evolving schedule of events.


What do you hope to learn from this showcase next week? Let us know in the comments below!

Frostpunk 2 Delayed To September

Frostpunk 2 has been delayed. Originally slated to launch next month on July 25, the upcoming narrative-driven city-builder is now arriving on September 20.

Developer 11 Bit Studios sates that following a recent beta, the team wants to take extra time addressing feedback to ensure the best possible experience. In a press release, design director Jakub Stokalski and art director Lukasz Juszczyk issued the following statement:

“Based on the surveys we received after playing Beta, the average rating you gave us was 8 out of 10. We’re super grateful for that! At the same time, it was only a small slice of a work-in-progress, still-growing game. While our backlog is plentiful, it was an opportunity for us to listen to what you enjoyed, and what didn’t quite land yet”. 

“This allowed us to prioritise things better, and bring upfront the features and modifications we were already working on. But we also realised that to guarantee the best possible experience on launch, we need more time to finish the development of Frostpunk 2. That’s why we made the difficult decision to postpone its release to September 20th, 2024”.

11 Bit States that it plans to work on new additions to existing game mechanics and improve the UI and UX, among other things. 

Frostpunk 2 will launch first for PC on September 20. PlayStation 5 and Xbox Series X/S versions are planned to arrive later. We recently played the game, and you can read our extensive preview here.

Concord Preview – Concord Feels Like Destiny Meets Overwatch – Game Informer

Last month, PlayStation released the first big look at Concord, its upcoming 5v5 multiplayer hero shooter from Firewalk Studios, a team it acquired last year. Though the recent cinematic footage teases something like a single-player, narrative-driven heist game akin to a Guardians of the Galaxy movie, the gameplay reveal that followed showcased the strictly multiplayer experience in a new light. Admittedly, this reveal left me feeling blasé; it looked fine, but not necessarily something I hadn’t seen before. However, after playing the game for a few hours during a recent preview event, I’m excited for more of the action. It feels like a mix of Destiny and Overwatch, but I am wary of the team’s emphasis on lore and storytelling and if it will pay off in a multiplayer-only format. 

Before going hands-on with Concord, Firewalk director of IP Kimberly Kreines and lead gameplay designer Claude Jerome walk me and my peers through a presentation to highlight the game’s sci-fi world. Kreines explains Firewalk set out to make something “unlike anything out there today”: a multiplayer experience that feels tactile and visceral, “like taking an action game and bashing it with a shooter,” and characters that feel real. She explains that players control various Freegunners in Concord, together in an outlaw crew of mercenaries taking jobs that play out in the game’s multiplayer matches. The government of this universe, the Guild, controls the freedom of the stars, but recently, a crew stole a Galactic Guide and our crew gains access to it, giving them (and you) access to this special map. 

Concord Firewalk Studios 5v5 PvP First Person Shooter PlayStation 5 PC

I’m impressed by my first viewing of this map – it’s sprawling, colorful, bright, and chock-full of locations, planets, points of interest, and more. But I later learn it’s not something to interact with in the way you might in a single-player RPG (like I had hoped). It’s essentially a massive library of lore, with each point of interset an entry to learn more about Concord. It’s a neat feature, and while I’m a sucker for lore, it’s one I can see a lot of players ignoring. The same goes for Concord’s initial vignette, which players will watch when they first boot the game up. It’s beautifully rendered, with excellent voice acting to match, and it’s a short and fun burst of personality that gives some insight into the game’s various characters. And though Firewalk promises a new one each week, I struggle to see a future where players tune in for a new one, anticipating what’s next, at least in the game’s early beginnings. When I ask if these vignettes will tell a wider narrative, perhaps across a full year of play, Kreines explains they are a mishmash of serialized stories, crew insight, and more – so probably not.

There’s plenty more that speaks to the amount of character work, world-building (like map graffiti and props that tell of a recent rebellion and skyboxes that warn of incoming storms), and lore Firewalk is attempting to inject into Concord off the rip. It’s clear the team wants its players to feel affection for these Freegunners the same way the Overwatch community does with its heroes. Throughout my time with Concord, though, I ponder the idea that a developer can create this affection from the jump. Sure, Overwatch certainly has it, but Blizzard has garnered that over years of work, with incredible gameplay at its core; it didn’t force it into the experience with copious lore entries, a massive library of universe mythology, and more.

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Fortunately for Firewalk, a 5v5 multiplayer shooter doesn’t rest its laurels on lore and storytelling – it’s about the gameplay, and so far, Concord feels great. 

Destiny is the closest comparison I can make, especially regarding its time-to-kill (TTK), map layout, first-person handling, and match progress. Though I was surprised to feel this (undoubtedly influenced by my recent journey to catch up on every Destiny 2 expansion), I probably shouldn’t have been. Director Ryan Ellis, design director Josh Hamrick, lead character designer Jon Weisnewski, and Jerome all have experience working on Destiny 2, and it shows. 

I immediately take a liking to Jabali, a machine gunner who can shoot Life Pulse Orbs at teammates to heal and Hunter Orbs at enemies to deal bursts of damage (you can probably already see the Overwatch comparison). Targeting enemies through Jabali’s aim-down-sights is good fun. With a longer TTK than faster first-person shooters like Call of Duty, I have to focus on accuracy (and headshots) to eliminate enemies before they can eliminate me. Because each hero has unique abilities, it’s critical I use my orbs in the heat of battle. Without the damage of a Hunter Orb, taking out handgun specialist Lennox (the Starlord-esque character from the reveal), whose bullets melt my health bar, would be tough. And even then, I have to watch out for Lennox’s exploding knife and self-heal ability. 

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As I play match after match, I enjoy that I have to think about each Freegunner’s loadout. Will fire sorceress Haymar float above the field to throw down firewalls and blinding flash grenades? Is soldier Teo, who plays most like a typical first-person shooter hero, peering through smoke bomb fields he laid down with unaffected eyesight while I struggle to see anything but grey clouds? Does sniper Vale have a trip mine set around the corner? And does former recycling robot 1-Off have an air barrier down to block incoming projectiles like my orbs, both deployables that persist through each round unless destroyed? These are the seconds-long match-ups I consistently have to consider in every engagement. I enjoy this added strategy, and it separates Concord from the typical whoever-shoots-first-wins experience of the FPS genre. 

These considerations are critical in Trophy Hunt, a team deathmatch variant where you must pick up a killed enemy’s trophy to gain a point. In Cargo Run, which tasks players with securing a Blue Buddy robot and bringing it back to one of two zones, and Clash Point, where players compete for control of a single capture zone, these considerations still matter a lot, but perhaps not how Firewalk intends. The latter two modes are round-based and feature zero respawn. If killed, you’re out until the next round. As a result, the other four players on my team (and the five enemy players) largely ignore the mode-specific objectives and instead focus on taking out the other team first. This is a typical issue with these game modes – looking at you, Search and Destroy in Call of Duty – but I still hope Firewalk finds a way around it in Concord. Otherwise, I can see myself sticking to Trophy Hunt and other team deathmatch-adjacent modes where I’m always in the action, thanks to the ability to respawn. 

Fortunately, regardless of the mode, I have a great time with Concord’s action. It’s frenetic, with plenty of variables between well-designed maps (I enjoy the three of the game’s final 16 I get to check out) and 16 Freegunners, each with unique abilities.

Concord Firewalk Studios 5v5 PvP First Person Shooter PlayStation 5 PC

Firewalk says there aren’t designated Freegunner types, like tank, DPS, or support – instead, characters feature a mix of skills and weaponry that allow them to float between these traditional archetypes. In my experience, though, some characters definitely play like tanks, healers, and assault-focused heroes, and it didn’t take long for my team to consider these builds when creating a crew for a match. On top of all this, there are plenty more systems I couldn’t quite wrap my head around, like individual Crew Building that acts as a subset of your roster, Crew Bonuses, Freegunner variants, and more. But if the post-match summaries, which light up with unlocks and experience bars, are any indication, a lot is going on under the hood of this shooter, and I look forward to learning more about how it all comes together. 

I left this Concord preview significantly more excited for the game’s upcoming release on PlayStation 5, which will hopefully bolster its player base with a simultaneous PC launch. I have plenty of questions about progression, seasonal content, crossplay checks and balances between controller and mouse-and-keyboard players, and whether the emphasis on worldbuilding will pay off, but Firewalk has seemingly nailed the most important part: the gameplay.