Blood cell family trees trace how production changes with aging

Blood cell family trees trace how production changes with aging

Blood cells make up the majority of cells in the human body. They perform critical functions and their dysfunction is implicated in many important human diseases, from anemias to blood cancers like leukemia. The many types of blood cells include red blood cells that carry oxygen, platelets that promote clotting, as well as the myriad types of immune cells that protect our bodies from threats such as viruses and bacteria.

What these diverse types of blood cells have in common is that they are all produced by hematopoietic stem cells (HSCs). HSCs must keep producing blood cells in large quantities throughout our entire lives in order to continually replenish our bodies’ supply. Researchers want to better understand HSCs and the dynamics of how they produce the many blood cell types, both in order to understand the fundamentals of human blood production and to understand how blood production changes during aging or in cases of disease.

Jonathan Weissman, an MIT professor of biology, member of the Whitehead Institute for Biomedical Research, and a Howard Hughes Medical Investigator; Vijay Sankaran, a Boston Children’s Hospital and Harvard Medical School associate professor who is also a Broad Institute of MIT and Harvard associate member and attending physician at the Dana Farber Cancer Institute; and Chen Weng, a postdoc in both of their labs, have developed a new method that provides a detailed look at the family trees of human blood cells and the characteristics of the individual cells, providing new insights into the differences between lineages of HSCs. The research, published in the journal Nature on Jan. 22, answers some long-standing questions about blood cell production and how it changes as we age. The work also demonstrates how this new technology can give researchers unprecedented access to any human cells’ histories and insight into how those histories have shaped their current states. This will render open to discovery many questions about our own biology that were previously unanswerable.

“We wanted to ask questions that the existing tools could not allow us to,” Weng says. “This is why we brought together Jonathan and Vijay’s different expertise to develop a new technology that allows us to ask those questions and more, so we can solve some of the important unknowns in blood production.”

How to trace the lineages of human cells

Weissman and others have previously developed methods to map the family trees of cells, a process called lineage tracing, but typically this has been done in animals or engineered cell lines. Weissman has used this approach to shed light on how cancers spread and on when and how they develop mutations that make them more aggressive and deadly. However, while these models can illuminate the general principles of processes such as blood production, they do not give researchers a full picture of what happens inside of a living human. They cannot capture the full diversity of human cells or the implications of that diversity on health and disease.

The only way to get a detailed picture of how blood cell lineages change through the generations and what the consequences of those changes are is to perform lineage tracing on cells from human samples. The challenge is that in the research models used in the previous lineage tracing studies, Weissman and colleagues edited the cells to add a trackable barcode, a string of DNA that changes a little with each cell division, so that researchers can map the changes to match cells to their closest relatives and reconstruct the family tree. Researchers cannot add a barcode to the cells in living humans, so they need to find a natural one: some string of DNA that already exists and changes frequently enough to allow this family tree reconstruction.

Looking for mutations across the whole genome is cost-prohibitive and destroys the material that researchers need to collect to learn about the cells’ states. A few years ago, Sankaran and colleagues realized that mitochondrial DNA could be a good candidate for the natural barcode. Mitochondria are in all of our cells, and they have their own genome, which is relatively small and prone to mutation. In that earlier research, Sankaran and colleagues identified mutations in mitochondrial DNA, but they could not find enough mutations to build a complete family tree: in each cell, they only detected an average of zero to one mutations.

Now, in work led by Weng, the researchers have improved their detection of mitochondrial DNA mutations 10-fold, meaning that in each cell they find around 10 mutations — enough to serve as an identifying barcode. They achieved this through improvements in how they detect mitochondrial DNA mutations experimentally and how they verify that those mutations are genuine computationally. Their new and improved lineage tracing method is called ReDeeM, an acronym drawing from single-cell “regulatory multi-omics with deep mitochondrial mutation profiling.” Using the method, they can recreate the family tree of thousands of blood cells from a human blood sample, as well as gather information about each individual cell’s state: its gene expression levels and differences in its epigenome, or the availability of regions of DNA to be expressed.

Combining cells’ family trees with each individual cell’s state is key for making sense of how cell lineages change over time and what the effects of those changes are. If a researcher pinpoints the place in the family tree where a blood cell lineage, for example, becomes biased toward producing a certain type of blood cell, they can then look at what changed in the cells’ state preceding that shift in order to figure out what genes and pathways drove that change in behavior. In other words, they can use the combination of data to understand not just that a change occurred, but what mechanisms contributed to that change.

“The goal is to relate the cell’s current state to its past history,” Weissman says. “Being able to do that in an unperturbed human sample lets us watch the dynamics of the blood production process and understand functional differences in hematopoietic stem cells in a way that has just not been possible before.”

Using this approach, the researchers made several interesting discoveries about blood production.

Blood cell lineage diversity shrinks with age

The researchers mapped the family trees of blood cells derived from each HSC. Each one of these lineages is called a clonal group. Researchers have had various hypotheses about how clonal groups work: Perhaps they are interchangeable, with each stem cell producing equivalent numbers and types of blood cells. Perhaps they are specialized, with one stem cell producing red blood cells, and another producing white blood cells. Perhaps they work in shifts, with some HSCs lying dormant while others produce blood cells. The researchers found that in healthy, young individuals, the answer is somewhere in the middle: Essentially every stem cell produced every type of blood cell, but certain lineages had biases toward producing one type of cell over another. The researchers took two samples from each test subject four months apart, and found that these differences between the lineages were stable over time.

Next, the researchers took blood samples from people of older age. They found that as humans age, some clonal groups begin to dominate and produce a significantly above-average percent of the total blood cells. When a clonal group outcompetes others like this, it is called expansion. Researchers knew that in certain diseases, a single clonal group containing a disease-related mutation could expand and become dominant. They didn’t know that clonal expansion was pervasive in aging even in seemingly healthy individuals, or that it was typical for multiple clonal groups to expand. This complicates the understanding of clonal expansion but sheds light on how blood production changes with age: The diversity of clonal groups decreases. The researchers are working on figuring out the mechanisms that enable certain clonal groups to expand over others. They are also interested in testing clonal groups for disease markers to understand which expansions are caused by or could contribute to disease.

ReDeeM enabled the researchers to make a variety of additional observations about blood production, many of which are consistent with previous research. This is what they hoped to see: the fact that the tool efficiently identified known patterns in blood production validates its efficacy. Now that the researchers know how well the method works, they can apply it to many different questions about the relationships between cells and what mechanisms drive changes in cell behavior. They are already using it to learn more about autoimmune disorders, blood cancers, and the origins of certain types of blood cells.

The researchers hope that others will use their method to ask questions about cell dynamics in many scenarios in health and disease. Sankaran, who is a practicing hematologist, also hopes that the method one day revolutionizes the patient data to which clinicians have access.

“In the not-too-distant future, you could look at a patient chart and see that this patient has an abnormally low number of HSCs, or an abnormally high number, and that would inform how you think about their disease risk,” Sankaran says. “ReDeeM provides a new lens through which to understand the clone dynamics of blood production, and how they might be altered in human health and diseases. Ultimately, we will be able to apply those lessons to patient care.”

Why Apex Legends’ Solo Mode Is Never Coming Back

Remember Apex Solo? It’s okay if you don’t; it might’ve been before your time. The limited-time mode (LTM) dropped alongside Season 2’s Iron Crown Collection Event. The rules are self-explanatory: drop into a Battle Royale match all by your lonesome, with 60 legends total competing for bragging rights as well as some cool character- or win-specific badges.

In some ways, playing alone was a great way to test one’s might in duels without relying on teammate assistance. However, the experimental LTM was a double-edged sword, revealing that some ability kits were simply stronger than others in 1v1s. For instance, Lifeline’s “D.O.C. Heal Drone” made her a near-unkillable force, but her “Combat Revive” passive was rendered useless since there were no allies to resurrect. You can already see some of the inconsistencies in the mode’s mechanics, right? Then it should come as no surprise that the team doesn’t plan to ever bring Apex Solo back.

Watch The Trailer That Revealed Solo Mode:

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While listing the myriad philosophies of character creation, lead legend designer Devan McGuire explained that solo play went against Apex’s DNA:

“This is a squad-based game, and that’s why you don’t see solos. We had that experiment a long time ago, and we’re not bringing it back. A single character should never be the answer to every problem. They should be part of that team dynamic. That’s what creates interesting strategies in the game. And we hold that as a game pillar when designing a legend: To make sure that we never break what’s core to the game. Our design pillars, the ones that we use for developing abilities and the core fundamentals of legend play patterns, are that the character needs to be ownable. It needs to occupy its own playspace amidst all the others on the roster so that it’s not stomping on the toes of someone else’s fantasy.”

Moreover, game director Steven Ferreira and design director Evan Nikolich spoke briefly about another popular LTM: Arenas. Released in Season 9 and later removed in Season 15, Arenas pitted two teams of three against one another in condensed locales. Borrowing mechanics from games like Valorant, players could buy weapons, abilities, and items from a shop at the start of each round. Arenas was so beloved that it got its own Ranked playlist; the mode’s absence is felt by many. Respawn knows this and has plans to iterate on it… someday. So, fingers crossed, we’ll see it back in the mode lineup soon.

Why Apex Legends’ Solo Mode Is Never Coming Back

Game Director Steven Ferreira and Design Director Evan Nikolich, Captured by Alex Van Aken

“Arenas has been backburnered,” Nikolich informed me. “But it’s in our quiver to use again at some point. When we introduced Arenas as a standalone mode, I don’t think we fully understood what we were doing in terms of bifurcating our audience. We have to build something that is more unified and brings players together to play the entirety of the game. Not just like, ‘I’m an Arenas main’ or a ‘BR main.’ It’ll potentially come back in the next 12 to 24 months. It’s definitely something on our roadmap.”

Ferreira chimed in too:

“We want to take a step back and look at what we would change about Arenas so that we won’t run into those same problems. Last year, we brought out Mixtape, and that was effectively the next evolution of Arenas. That experience was a way for players to jump in, get a lot of faster reps on weapons/legends, and just get into the core mechanics of Apex; just get a lot more cycles before they jump into the BR. As far as seeing more things outside of the BR, that’s an area that Apex is moving into. How can we continue to build on that but learn from Arenas?”


So, there you have it: Sure, no more Apex Solo, but we also haven’t seen the end of Arenas. Only time will tell when the latter LTM makes its triumphant return and how different it’ll ultimately be. If you’re not an Apex lifer just yet, check out why I think it’s still the best battle royale available right now. And trust me, it’s not even close.

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

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

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.

The Challenges of Building a Shared Experience on the Web

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

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

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

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​
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  • All BirdDog HD Cameras​
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  • 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
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No limits – all trials

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Call for more info

PTZ Control

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Adobe Panel

Watermarked

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Multiviews

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Presenter Mode

Watermarked

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Blackmagic HDMI/SDI Capture

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Destiny 2 Game Director Joe Blackburn Departing From Bungie Next Month

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!