Brains, fashion, alien life, and more: Highlights from the Cambridge Science Festival

What is it like to give birth on Mars? Can bioengineer TikTok stars win at the video game “Super Smash Brothers” while also answering questions about science? How do sheep, mouse, and human brains compare? These questions and others were asked last month when more than 50,000 visitors from across Cambridge, Massachusetts, and Greater Boston participated in the MIT Museum’s annual Cambridge Science Festival, a week-long celebration dedicated to creativity, ingenuity, and innovation. Running Monday, Sept. 23 through Sunday, Sept. 29, the 2024 edition was the largest in its history, with a dizzyingly diverse program spanning more than 300 events presented in more than 75 different venues, all free and open to the public.

Presented in partnership with the City of Cambridge and more than 250 collaborators across Greater Boston, this year’s festival comprised a wide range of interactive programs for adults, children, and families, including workshops, demos, keynote lectures, walking tours, professional networking opportunities, and expert panels. Aimed at scientists and non-scientists alike, the festival also collaborated with several local schools to offer visits from an astronaut for middle- and high-school students.

With support from dozens of local organizations, the festival was the first iteration to happen under the new leadership of Michael John Gorman, who was appointed director of the MIT Museum in January and began his position in July.

“A science festival like this has an incredible ability to unite a diverse array of people and ideas, while also showcasing Cambridge as an internationally recognized leader in science, technology, engineering, and math,” says Gorman. “I’m thrilled to have joined an institution that values producing events that foster such a strong sense of community, and was so excited to see the enthusiastic response from the tens of thousands of people who showed up and made the festival such a success.”

The 2024 Cambridge Science Festival was broad in scope, with events ranging from hands-on 3D-printing demos to concerts from the MIT Laptop Ensemble to participatory activities at the MIT Museum’s Maker Hub. This year’s programming also highlighted three carefully curated theme tracks that each encompassed more than 25 associated events:

  1. “For the Win: Games, Puzzles, and the Science of Play” (Thursday) consisted of multiple evening events clustered around Kendall Square.
  2. “Frontiers: A New Era of Space Exploration” (Friday and Saturday) featured programs throughout Boston and was co-curated by The Space Consortium, organizers of Massachusetts Space Week.
  3. “Electric Skin: Wearable Tech and the Future of Fashion” (Saturday) offered both day and evening events at the intersection of science, fabric, and fashion, taking place at The Foundry and co-curated by Boston Fashion Week and Advanced Functional Fabrics of America.

One of the discussions tied to the games-themed “For the Win” track involved artist Jeremy Couillard speaking with MIT Lecturer Mikael Jakobsson about the larger importance of games as a construct for encouraging interpersonal interaction and creating meaningful social spaces. Starting this past summer, the List Visual Arts Center has been the home of Couillard’s first-ever institutional solo exhibition, which centers around “Escape from Lavender Island,” a dystopian third-person, open-world exploration game he released in 2023 on the Steam video-game platform.

For the “Frontiers” space theme, one of the headlining events, “Is Anyone Out There?”, tackled the latest cutting-edge research and theories related to the potential existence of extraterrestrial life. The panel of local astronomers and astrophysicists included Sara Seager, the Class of 1941 Professor of Planetary Science, professor of physics, and professor of aeronautics and astronautics at MIT; Kim Arcand, an expert in astronomic visualization at the Harvard-Smithsonian Center for Astrophysics; and Michael Hecht, a research scientist and associate director of research management at MIT’s Haystack Observatory. The researchers spoke about the tools they and their peers use to try to search for extraterrestrial life, and what discovering life beyond our planet might mean for humanity.

For the “Electric Skin” fashion track, events spanned a range of topics revolving around the role that technology will play in the future of the field, including sold-out workshops where participants learned how to laser-cut and engineer “structural garments.” A panel looking at generative technologies explored how designers are using AI to spur innovation in their companies. Onur Yüce Gün, director of computational design at New Balance, also spoke on a panel with Ziyuan “Zoey” Zhu from IDEO, MIT Media Lab research scientist and architect Behnaz Farahi, and Fiorenzo Omenetto, principal investigator and director of The Tufts Silk Lab and the Frank C. Doble Professor of Engineering at Tufts University and a professor in the Biomedical Engineering Department and in the Department of Physics at Tufts.

Beyond the three themed tracks, the festival comprised an eclectic mix of interactive events and panels. Cambridge Public Library hosted a “Science Story Slam” with high-school students from 10 different states competing for $5,000 in prize money. Entrants shared 5-minute-long stories about their adventures in STEM, with topics ranging from probability to “astro-agriculture.” Judges included several MIT faculty and staff, as well as New York Times national correspondent Kate Zernike.

Elsewhere, the MIT Museum’s Gorman moderated a discussion on AI and democracy that included Audrey Tang, the former minister of digital affairs of Taiwan. The panelists explored how AI tools could combat the polarization of political discourse and increase participation in democratic processes, particularly for marginalized voices. Also in the MIT Museum, the McGovern Institute for Brain Research organized a “Decoding the Brain” event with demos involving real animal brains, while the Broad Institute of MIT and Harvard ran a “Discovery After Dark” event to commemorate the institute’s 20th anniversary. Sunday’s Science Carnival featured more than 100 demos, events, and activities, including the ever-popular “Robot Petting Zoo.”

When it first launched in 2007, the Cambridge Science Festival was by many accounts the first large-scale event of its kind across the entire United States. Similar festivals have since popped up all over the country, including the World Science Festival in New York City, the USA Science and Engineering Festival in Washington, the North Carolina Science Festival in Chapel Hill, and the San Diego Festival of Science and Engineering.  

More information about the festival is available online, including opportunities to participate in next year’s events. 

July’s Best Indie Games And Marvel Rivals | GI Show

July’s Best Indie Games And Marvel Rivals | GI Show

In this week’s episode of The Game Informer Show, our editor-in-chief, Matt Miller, joins Alex and Marcus to discuss why Marvel Rivals has grown on us and how it’s shaking up the Overwatch formula. Next, the crew dives into some of July’s best indie games, including Dungeons of Hinterberg, Arranger, and Thank Goodness You’re Here — okay, that last one technically releases today, August 1st, but I played and beat it during July via a pre-release copy. Finally, Marcus dives into Silent Hill 2 (2001) and Forestrike, the follow-up to 2021’s pixel art action title, Olija. 

Watch the Video Version on YouTube:

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Follow us on social media: Alex Van Aken (@itsVanAken), Kyle Hilliard (@KyleMHilliard), Marcus Stewart (@MarcusStewart7)

The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join us every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.

The Game Informer Show – Podcast Timestamps:

00:00:00 – Intro

00:05:29 – Marvel Rivals Closed Beta

00:31:27 – Thank Goodness You’re Here!

00:41:00 – Dungeons Of Hinterberg

00:48:37 – Forestrike Preview

00:59:31 – Silent Hill 2 (2001)

01:14:27 – Arranger: A Role-Puzzling Adventure

01:21:37 – Housekeeping

Here’s The First Trailer For Amazon’s Like A Dragon Series

Here’s The First Trailer For Amazon’s Like A Dragon Series

Last month, we learned Sega and Amazon had partnered to create a live-action series based on the Like a Dragon (formerly Yakuza) series. Over the weekend, during the San Diego Comic-Con, the studio unveiled the first teaser trailer. 

Like A Dragon: Yakuza centers on Kazuma Kiryu (played by Takeuchi Ryoma) and follows his life during two time periods: 1995 and 2005. Set in the series’ fictional Tokyo district of Kamurochō, the trailer’s synopsis states the show “depicts the lives of fierce yet passionate gangsters and people” and will explore stories the games haven’t been able to. 

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The six-episode series will be released on Prime Video in two parts, with the first three episodes premiering on October 24 and the last three arriving on November 1. It will be subbed and dubbed in 30 languages. Like a Dragon: Yakuza is directed by Take Masaharu (100 Yen Love).

You can read our review of the latest game in the series, Like a Dragon: Infinite Wealth, here.

Actor Tony Pankhurst, The Face Of The Curator In The Dark Pictures Anthology, Has Died

Actor Tony Pankhurst, The Face Of The Curator In The Dark Pictures Anthology, Has Died

Tony Pankhurst, the UK actor who served as the face for The Curator in Supermassive Games’ The Dark Pictures Anthology, has passed away. He was 67.

Supermassive announced Pankhurst’s passing on Twitter. A tribute page from Pankhurst’s family (spotted by GameSpot) reveals that he died on May 9 and his funeral was held on June 7. The family is currently accepting donations to Hospice in the Weald, who cared for Pankhurst during his final weeks.

Pankhurst’s career in the entertainment industry spans over 40 years across films, TV, and radio. In video games, he provided the likeness for the mysterious Curator in The Dark Pictures Anthology games Man of Medan, Little Hope, House of Ashes, and The Devil in Me, although actor Pip Torrens provided the voice and motion capture for the character. Pankhurst did portray a live-action version of The Curator in a trailer for 2021’s House of Ashes, which you can watch below. 

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Game Informer extends its condolences to Pankhurst’s family and loved ones.

Visions Of Mana Demo Available Now

Visions Of Mana Demo Available Now

Visions of Mana is a month away from release, but anxious players can get an early taste starting today, thanks to a free demo. Available now on PlayStation consoles, Xbox Series X/S, and PC, this playable slice lets players experience the game’s first chapter and a big boss fight.

The demo begins in the middle of Chapter 1 at Rime Falls and takes players through areas such as Fallow Steppe and Rhata Harbor. The chapter’s final boss, the Kraken, awaits the playable party of Val, Careena, and Morley. 

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Unfortunately, save data will not transfer from the demo to the full game. Square Enix states this is because the final version of this section has been altered “for a more satisfying experience.” Instead, those with save data from the demo who purchase the full game will receive three weapons for Val upon reaching Chapter 1: Gladius, Falx, and Horn Lance. 

First revealed at The Game Awards 2023, Visions of Mana marks the first original Mana entry in 15 years. Set in a vibrant, semi-open, fully 3D world, the adventure stars Val, who travels to the Mana Tree alongside his lifelong friend Hinna. You can watch the game’s most recent trailer here

Visions of Mana launches on August 29 for PlayStation 5, Xbox Series X/S, PlayStation 4, and PC.

Watch Yamcha Get Blown Up Again In New Dragon Ball: Sparking Zero Trailer

Watch Yamcha Get Blown Up Again In New Dragon Ball: Sparking Zero Trailer

A new trailer for Dragon Ball: Sparking Zero takes aim at Dragon Ball Z’s earliest story arcs, the Saiyan and Namek sagas. New characters from both eras will be joining the roster. 

New fighters include members of both the Ginyu and Frieza Forces (remember Cui?), the Namakian warrior Nail, and every form of Frieza during the Z era. Perhaps most hilariously, you can even play as one of the Saibamen, meaning we get to watch it blow up Yamcha all over again, which never gets old.  

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Here’s the full list of new fighters joining the roster:

  • Captain Ginyu
  • Chiaotzu
  • Cui
  • Dodoria
  • Frieza (Z), 1st Form
  • Frieza (Z), 2nd Form
  • Frieza (Z), 3rd Form
  • Frieza (Z), 4th Form
  • Frieza (Z), Full Power
  • Guldo
  • Nail
  • Nappa
  • Raditz
  • Recoome
  • Saibaman
  • Zarbon
  • Super Zarbon

Dragon Ball: Sparking Zero launches on October 11 for PlayStation 5, Xbox Series X/S, and PC.

Star Wars Bounty Hunter On Xbox Series X | New Gameplay Today

Star Wars Bounty Hunter On Xbox Series X | New Gameplay Today

The 2002 Star Wars: Bounty Hunter video game is being updated and making its way to modern consoles and PC, and we decided to give it a look.

The original game, now more than 20 years old, was released on GameCube and PlayStation 2, and this new version adds all kinds of interesting bells and whistles. According to developer Aspyr, this version is a native port of the GameCube version of the game, as opposed to an emulation. The game also features contemporary controls and and overhauled camera system.

You can watch the video for our full impressions and play (or replay it) on August 1 on PlayStation 4 and 5, Xbox One and Series X/S, Switch, and PC.

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Head to Game Informer’s YouTube channel for more previews, reviews, and discussions of new and upcoming games. Watch other episodes of New Gameplay Today right here.

Ace Attorney Investigations Collection Preview – An Overdue Retrial – Game Informer

The Ace Attorney series spends the vast majority of its games following defense attorneys like Phoenix Wright and Apollo Justice, but there are a few games where this isn’t the case. After all, the word “attorney” can also refer to prosecuting attorneys, like Miles Edgeworth, star of the upcoming Ace Attorney Investigations Collection. Capcom has been on an Ace Attorney remaster streak these past few years, and the Ace Attorney Investigations games were the last in the series not yet brought to modern consoles. We got the chance to go hands-on with each title to see how well they hold up, and play one that had never made its way North America until now.

The collection includes two games. The first, Ace Attorney Investigations: Miles Edgeworth, was released for the DS in North America in early 2010. It received generally positive reception with a 78 on Metacritic, but according to a 2013 article from Siliconera, its sales in the region were “poor at best.” As a result, Ace Attorney Investigations 2: Prosecutor’s Gambit was never officially released in the West, meaning many fans have never had a chance to play it. In addition to the games, the collection provides the full suite of quality-of-life features included in modern Ace Attorney collections (including auto-advance, a log of past dialogue, and a story mode that plays through the game for you) as well as a gallery to view concept art and listen to the series music.

My time with each game has been largely positive. The series’ greatest strength has always been its writing, and that’s no different here, but it doesn’t always reach the highs I’m used to. My favorite part of an Ace Attorney game is when all the evidence and testimony align at the end of a case in a truly satisfying narrative conclusion, but the cases in Investigations: Miles Edgeworth, while competent mysteries, never gave me that same rush. On the other hand, the opening case from Prosecutor’s Gambit absolutely lived up to that standard, with its twists and turns keeping me engaged in a way openings of video games rarely do. That case alone has made me very excited for the game’s launch.

Mechanically, Investigations spin-offs play a little differently than mainline Ace Attorney games, but the basics are similar. While these games don’t have the typical courtroom structure, Edgeworth does engage in battles of wits with suspects and witnesses that are functionally identical to cross-examinations. Instead of first-person observation of crime scenes, players control Edgeworth directly, walking around isometric areas to collect clues. This ultimately represents the biggest change – players investigate active crime scenes just minutes after the crimes occur, essentially collecting the evidence for a theoretical courtroom battle in the future. Edgeworth also uses a unique Logic mechanic to connect clues and come to conclusions, and in Prosecutor’s Gambit, a minigame called Mind Chess where he outwits witnesses into revealing information.

My main issue with the collection is its disjointed art style. As a part of the modernization process, all the pixel character sprites have been redrawn in an HD anime style. In isolation, they look quite good, and the animations especially deliver, but they stand out as odd against the game’s painterly backgrounds; the character models are just a little too crisp for the world they inhabit. You can adjust character models in the settings to turn them back into pixels, but these models don’t look great either, and the game still feels a bit off. That said, character portraits used in dialogue sequences look as great as ever, partially because they match the painted style seen in the backgrounds, so it’s not all an eyesore.

The Investigation games are a pair of black sheep in the history of Ace Attorney, and I can see why. They are different but not different enough to attract a new audience or to feel particularly novel in comparison to the rest of the series. However, based on what I’ve played, they are far from bad games, and I look forward to playing them in full – especially Prosecutor’s Gambit – when Ace Attorney Investigations Collection launches on September 6 for PlayStation 4, Xbox One, Switch, and PC.

Bungie Lays Off Over 200 Employees, Announces Plans For Deeper Integration With Sony

Bungie has announced layoffs affecting 220 employees. In a blog post, Bungie CEO Pete Parsons cites “rising costs of development and industry shifts as well as enduring economic conditions” as the primary factor while revealing some dramatic changes for the company going forward. 

These layoffs represent 17 percent of the studio’s workforce and affect every department of the company, with executive and senior leadership roles impacted most. Parsons states that departing employees will receive a “generous” exit package that includes severance, bonus, and health coverage. Bungie also plans to hold employee town halls, along with team and private individual meetings over the coming weeks, to help sort out the next steps. 850 employees remain following the layoffs. 

“I realize all of this is hard news, especially following the success we have seen with The Final Shape,” Parsons writes. “But as we’ve navigated the broader economic realities over the last year, and after exhausting all other mitigation options, this has become a necessary decision to refocus our studio and our business with more realistic goals and viable financials.”

Bungie Lays Off Over 200 Employees, Announces Plans For Deeper Integration With Sony

Parsons also reveals plans to further integrate Bungie into Sony Interactive Entertainment (SIE), which acquired the studio in 2022, to leverage its strengths. Firstly, Bungie is working to integrate 155 roles (12 percent of its staff) into SIE over the next few quarters. Bungie states this has allowed it to save additional talent that would have otherwise been affected by today’s layoffs. 

Second, Bungie is working with PlayStation Studios to form a new, separate in-house studio that will continue developing one of its incubation projects. Bungie describes this title as, “an action game set in a brand-new science-fantasy universe.”

Parsons then elaborates on how Bungie found itself in this difficult position. He explains that the team’s goal was to ship games in “three enduring, global franchises” and set up several incubation projects to achieve this aim. However, Bungie found itself stretched thin too quickly. This forced its support structures to grow larger than it could feasibly support, especially given the ongoing development of two big titles in Destiny 2 and the upcoming Marathon.

Destiny 2: The Final Shape screenshots

Destiny 2: The Final Shape

Parsons also cites this rapid expansion collided with a broader economic slowdown, the sharp downturn games industry, the mixed reception to Destiny 2: Lightfall, and the need to give the recently released The Final Shape expansion for Destiny 2 (which garnered critical acclaim) and Marathon more development time to ensure a high quality. “We were overly ambitious, our financial safety margins were subsequently exceeded, and we began running in the red,” Parsons states.

“After this new trajectory became clear, we knew we had to change our course and speed, and we did everything we could to avoid today’s outcome,” Parsons writes. “Even with exhaustive efforts undertaken across our leadership and product teams to resolve our financial challenges, these steps were simply not enough.” 

Today’s layoffs come roughly eight months after the studio cut 100 staffers last October, and the second since it was acquired by Sony. It represents another wave of game industry job cuts that have run rampant since last year, and hopefully the affected staff can land on their feet sooner than later. 

The Casting of Frank Stone Preview – Breaking Down The Game’s Cutting Room Floor Feature And Scope Of Choice – Game Informer

The Casting of Frank Stone may have new elements due to its ties to Dead by Daylight, but it remains a Supermassive horror game at its core. By that, I mean it’s a narrative-focused, choice-driven adventure that can result in numerous different outcomes based on your decisions and reaction time to sudden button prompts. Characters can be permanently killed off due to your actions, and this blueprint has given past Supermassive works like Until Dawn and especially The Quarry (which boasted 186 different outcomes) plenty of replayability for fans who wanted to see every possible route the story could take. This has typically meant restarting the entire game, but The Casting of Frank Stone eases this process thanks to a new destination called the Cutting Room Floor.

This mode opens after you’ve beaten the game once, but it will be available at the start for owners of the Deluxe Edition. The Cutting Room Floor displays the web of possible outcomes, locked and unlocked, for every narrative fork in each chapter. It also shows the number of collectibles you’ve found or can be found. 

Every decision has a percentage number representing the number of players who chose it, and this statistic will continually fluctuate as more people play. You can replay any segment, which means you can preserve your choices from a previous section of the game and only change later outcomes, and vice versa. Since some outcomes can only be experienced by making a specific combination of decisions, the Cutting Room Floor seems like a great, streamlined way to witness the different story permutations and go collectible/achievement hunting without replaying unnecessary stretches or the whole game.   

The Casting of Frank Stone Preview – Breaking Down The Game’s Cutting Room Floor Feature And Scope Of Choice – Game Informer

How many different directions can the story take? When I asked Supermassive Games this question, creative director Steve Goss told me that the sheer number of outcomes won’t be as vast as The Quarry’s. Instead, he says to compare the game to Until Dawn’s structure. The team aimed to write a more tightly written tale for The Casting of Frank Stone to facilitate more satisfying character arcs and resolutions. That said, you’ll still be making plenty of decisions, and the Cutting Room Floor will make it easier than ever to revisit those choices and make new ones.

The Casting of Frank Stone launches on September 3 for PlayStation 5, Xbox Series X/S, and PC. Click the banner below to visit our cover story hub for more exclusive stories and videos.