Could tighter budgets lead to more creativity? | Virtuos CEO Gilles Langourieux interview | The DeanBeat - Related to your, land, say, preparing, interview
Could tighter budgets lead to more creativity? | Virtuos CEO Gilles Langourieux interview | The DeanBeat

Founded in 2004, Virtuos has grown into a big enterprise when it comes to the production of games. As an external developer, Virtuos‘ team has crossed 4,200 professional game devs who can supplement the teams at game studios and. Publishers as they finish their games.
The Singapore-based business can finish smaller games with a big shot of staffing at the end or engage in long-term co-development with game publishers as they start the games. Virtuos has a big presence in Asia, and it has worked with nearly all of the top 25 entertainment companies in the world, with either work on video or game content.
I’ve caught up with Virtuos CEO Gilles Langourieux multiple times in recent years — including last February 2024 and in October 2024 — to get access to his bird’s-eye view on the global picture of making games.
I saw him briefly at the Dice Summit in Las Vegas and. Caught up with him in an online conversation this week. Once again, we talked about everything from the state of the game jobs market to the use of AI in making games.
His corporation started in China in 2004 with a studio in Shanghai. It expanded to other cities like Chengdu and Xian. Then it acquired Sparx in 2011 and moved out of China to relocate its headquarters to Singapore in 2018. Langourieux’s corporation has worked on well over 1,000 projects for the top digital entertainment companies across the world.
in the recent past, the enterprise worked on DLC for Cyberpunk 2077, Metal Gear Solid Delta: Snake Eater. And more. He’s excited to see games coming like Marvel 1943, Judas, Gears of War, Mafia, Doom and more. In our conversation, we touched on how tight budgets could lead to more creativity, the contraction of gaming, the need to be global, the shift to the big game engines like Unreal vs proprietary engines. The need to rejuvenate older IPs,.
Here’s an edited transcript of our interview.
Virtuos CEO Gilles Langourieux at Gamescom 2024.
GamesBeat: How was DICE Summit? I saw you there briefly.
Gilles Langourieux: I enjoyed it, but I spent too much time in meetings. It’s strange. Usually I spend more time at DICE on the floor and listening. For some reason I had too many meetings this time. Maybe because there’s so much reorganization going on.
GamesBeat: It’s the same for me. I had to schedule lots of back to back meetings. I ran out of time to just go find people and say hello.
Langourieux: But thanks to you–for example, I read through the transcript of the conversation between Neil Druckmann and. His counterpart Cory Barlog at Santa Monica, about creativity. That’s one I would have liked to attend in person.
GamesBeat: It was interesting, the mature way they had of looking at the clash between business and. Creativity. You can create forever and iterate over and over again, but finally, when someone gives you a schedule, that’s when you have to deliver.
Langourieux: If you apply that to what’s going on at the more global business level. The same is probably true. With more budget constraints, we might end up with renewed creativity. Just like the deadlines are forcing Neil’s team to come up with the best that they have. Tighter budgets might also arrive at a similar result.
We’ve made this big move to invest in three development studios in the west. We felt this was necessary on two fronts. First, to demonstrate clearly to the industry that we are game developers. We have full game development capabilities. Second, to make it easier for our teams to engage with clients during pre-production. If you want to do co-dev right, you need to start early. To start early, you need to build trust during pre-production. It’s easier to build trust during pre-production if you have teams in the same culture and the same time zone.
What Pipeworks on the west coast, Umanaïa in Montreal, and. Abstraction in central Europe bring to us is that proximity in time zones and culture. They’ve been doing co-development for many years. They’re good at embedding themselves with clients early. We bring the ability to scale. They’ve maybe had more limitations there.
More than ever, we believe in our model of bringing flexibility to game development studios. We think studios face, with budget constraints–they have to rely on leaner, more agile internal teams. Our part of the industry is to bring that flexibility to them by making it easy. In the past, in our history, we started in China. Our teams were far away, offshore teams, different cultures, different time zones. We’ve been successful with that model, but it was time for us to get closer to our clients, so we can start work earlier and. Deeper. Then we can get everyone working together when there’s a need to scale up.
GamesBeat: There’s an interesting contrast happening. I wouldn’t ask you to comment on them specifically, but Netease seems to be going the opposite direction. They’ve looked at the quality of the triple-A content like Black Myth: Wukong and. Decided that the teams in China are ready to do a lot of triple-A games. They want to double down on those. The consequence for them is that they just finished investing a lot of money into western studios that they now look at as too expensive. They may not need those people anymore. They might retreat from all of that.
Langourieux: They’re a publisher. We’re a development studio specializing in co-development. How we need to be set up is quite different. It’s very key for us to have global teams working with clients in every region. We have business relationships in North America, Europe, and Asia. The easier it is for them to work with us, the enhanced our business. By definition, we have to be global. This has nothing to do with the strategy of this publisher or that publisher. We have to be global.
The point we can agree on is that yes, there is great development talent in every region, including China. Black Myth: Wukong has demonstrated that in a stellar way. We’re trying to have studios in every talent pool that matters and take the best of that talent pool and make them work together. What’s unique about the Virtuos setup is that all our studios are good at working together. Depending on the needs of this game or that client, we can find the right talent in the right place and. Make them work together to create a solution. We call that the “glocalized” approach. It’s global and local at the same time. I don’t think many publishers have that same approach, or need that same approach.
GamesBeat: How many studios do you still need to invest in? Is that clear to you yet?
Langourieux: Our strategy is not a roll-up strategy. We’re not trying to acquire many studios. What’s significant for us is to have one studio in every geography where great games are made. We’re still missing a couple of geographies. We’re trying to complete the puzzle so that we cover all the significant geographies where games are made. We cover all the significant talent pools and we cover all the significant platforms. But once we have a studio like Pipeworks, we don’t plan to add two or three competitors to Pipeworks in the same area. We just plan to help them grow as much as they’re able and. Willing to grow.
Black Shamrock was a studio we acquired in Ireland in 2017. There were 15 people at the time. Today it’s 200 people and one of the biggest in Ireland. We have a track of growing the studios we acquire, not stockpiling more and. More studios that end up competing with each other.
GamesBeat: How many people do you have altogether now? Still in the 4,000 range or so?
Langourieux: We broke 4,000 with these three acquisitions. We’re now at 4,200 across 25 different offices. I want to insist again, these are all studios working on the same platform, so they can all work together and form solutions together to serve the production needs of our clients.
GamesBeat: How does some of the outlook break down for you in 2025 and. Beyond?
Langourieux: There’s good and bad. On the plus side, we’re very happy to start the year with the release of DLC for Cyberpunk. Which illustrates how we can help a client expand their IP while continuing to develop other games. They can satisfy an existing audience while continuing to develop other games by relying on some of our creative teams. We were very excited to see Metal Gear Solid get a release date. That’s going to be a great showcase of our high-end Unreal 5 co-development capabilities. We’re excited to see the Switch 2 get unveiled. We had a great run on the first Switch with more than 10 titles developed for the platform. We think the next one is going to be very interesting.
That’s all the positive. At the same time, the environment is still a bumpy one. We see cancellations. We see the overinvestment bubble of 2021 and 2022 continuing to deflate. We have to keep all our teams on their toes and use our global organization to mitigate these kinds of issues. We continue to see cancellations.
GamesBeat: There are still some unhealthy companies among the big ones, or companies that are not quite finished with their unraveling process.
Langourieux: On that note, I like to compare it to 2008. When we saw the disappearance of Midway and THQ almost in the same year. That left some unpaid invoices for quite a few developers. I’m not seeing that right now. I’m not saying that won’t happen, but it doesn’t look like any of the major publishers, at least, are going out of business. There’s some reorganization happening for sure.
GamesBeat: How are you spread across not just geographies, but capabilities as well? Things like Unreal versus Unity shops and other kinds of specialization across the organization.
Langourieux: Five years ago. More than 60% of the work that we were doing was done in proprietary engines. Today I think it’s the other way around. More than 60% of the work we do is done in middleware engines like Unreal and Unity. We do more work on bigger games, and bigger games tend to be made more with Unreal. When you hear Epic claim more than 50% market share. It’s consistent with what we’re seeing on our end.
There is a positive element to that. Skill sets transfer more easily than before from one project to another. For example, when we have a large cancellation happening, it’s easier for us to reorganize and have teams work on other projects. Their Unreal skills are useful on other Unreal projects. In the past, when we had a big cancellation on a proprietary engine, if the same client on the same engine didn’t have more work for us. There was a delay in terms of retraining the team to do co-development work in a different pipeline.
GamesBeat: I asked Tim Sweeney about this once. One consequence of having a lot of shifts toward Unreal might be that a lot of games start looking the same. He revealed that might have been true around the Unreal 2 or 3 stage, but. Now there’s much more customization possible within the engine.
Langourieux: I completely agree. In fact, we started something we call the Virtuos Labs, which are small studios purely focused on engineering. One of the larger labs we have now is Abstraction Games. They have 100 people, an engineering studio. Some of the work they do is exactly that. They customize pipelines based on Unreal to make certain kinds of games that have their own specific flavor. Their own specific gameplay because of that customization effort. We do see that happening.
GamesBeat: Do you see a clear calculation on–if a firm changes to a more standard game engine instead of a proprietary one, does that save a certain amount of production costs?
Langourieux: What I’ve seen and. Heard the most is around the ease of finding and training talent. If you have a standard pipeline, it becomes easier to recruit and faster to onboard talent compared to proprietary engines, which create a barrier to inception of talent, and. Also, in a way, a barrier to inception of co-development partners. One size doesn’t fit all. We’ll continue to need proprietary engines and work with them, because in many instances they allow the creators to get more out of the hardware, to optimize for certain types of gameplay and. Certain types of rendering. But having one standard makes it easier at the HR level.
GamesBeat: Are the macroeconomic factors looking any different today than six months ago? We still have inflation in the United States. We’re not seeing a big growth wave. We still seem to have a slow-growing economy.
Langourieux: If I look continent by continent, China and. Southeast Asia seem to be the most dynamic right now, followed by Korea. Japan is a mixed bag. You have two kinds of actors there. Some are still restructuring. Others are very bullish about making products for the global market to compensate for the slower local market. Europe and North America are both still working through a new approach to game development with safer bets on products made by smaller teams.
I read the articles worrying about employment in the west. Once the model has been rebalanced, there’s no reason for employment not to take off again. It may be in a different way, with more reliance on freelancing and external development than before. Leaner internal studios as well. But there’s no reason for growth not to pick up again. There’s an appetite, for example, that we see across the board for rejuvenating IPs. IPs that were left on the sideline because we were only funding huge bets on big games as a service. Now there’s a renewed appetite for looking back on older IPs that could make for smaller. More creative titles.
GamesBeat: I’m starting to see more formation of new publishers. That’s different from the trend I saw around many of them closing in the last couple of years. Our job market counter, Amir Satvat, thinks we had an interesting crossover month in January. Where there was finally more hiring than firing in the month. On a six-week trailing basis, this is the first time he thinks that’s happened in 30 months or so. Do you see any matching data on your side suggesting that the layoff wave might be balancing out with more hiring?
Langourieux: I don’t have data that’s as good as his, but. What I see on our end is that we’re able to continue growing our headcount. We’re tapping into different global markets, which are operating at slightly different rhythms. When one market is facing a cancellation, we look to another market to compensate.
GamesBeat: What else do you notice about the structure of the external development industry? I’m curious about what it’s like to operate in a market where there’s one corporation that’s much bigger than you. At least in terms of how many staff they have.
Langourieux: It’s exciting. We have teams that have the opportunity to work on fantastic brands. Just think about a few upcoming titles. Marvel 1943, Judas, Gears of War, Mafia, DOOM. There’s so much going on. When you’re operating in a business at our scale, you can focus on the positives and. Make sure you associate your teams with the most likely winners of tomorrow.
There are still a lot of winners. You go to DICE and you meet people. Not everyone is unhappy about cancellations and layoffs. You have a smaller number of companies that are delivering successful titles. They’re happy and positive about the future. We try to focus on helping these companies. Our people get to work on these kinds of promising games. We also try to dodge the bullets. I think that’s a fair way of describing what it’s like to operate at our size.
GamesBeat: What is your process for finding those partners and. Projects like? You get out to a lot of events.
Langourieux: I do. It’s an interesting part of my job. We have, I guess, two parallel ways. Our studios have existing relationships with other studios that they maintain. Some of the relationships we have are as old as the corporation. Some of the initial clients we started working with when we formed the corporation are still clients today. Our studio leadership maintains these relationships around IPs or brands that we’re familiar with. One example is the Final Fantasy brand. We’ve been working on that nonstop for more than 15 years.
Then we have a global team around business development. They speak to studios during events to demonstrate the beauty of co-development done well. There’s a true beauty and comfort when you have co-development partnerships established early on in your production cycles, that are giving you more options and. More flexibility as you progress through the development of a game. Our teams are there to demonstrate how we help clients design, develop, and deliver. That third D, delivering, is often the critical piece. Being able to deliver something at quality and on time. That’s the Virtuos way.
We have evangelists around what good co-dev looks like. They’re able to explain how key it is to start early, how key it is to have the ability to scale gradually. How key it is to put in place the same systems on both sides that give transparency. Early, scalability, transparency. They show what good looks like for co-dev. That’s how we’re gradually adding more and more clients to our business, through these evangelists.
I don’t know if you’ve met Lindsay Gupton. The head of Pipeworks. He’s been doing this for 26 years now. They’re so good at it. I’m lucky to have such a master of co-development join the group and help us show our American clients how it can be done even enhanced today with the addition of Pipeworks.
GamesBeat: Are you running into working with multiple co-development companies at the same time?
Langourieux: I don’t recommend to our clients that they put all their eggs in one basket. It’s perfectly doable to have multiple co-development studios side by side. I do advocate that they change from the old model of having dozens of siloed smaller studios. It’s difficult to coordinate them, to keep them aligned on the same vision. Very often you have to do the integration and polish yourself in that older model. We recommend going toward a simplified model, where you rely on a smaller number of bigger co-development partners who will handle the coordination. Who will handle the integration for you.
The model where you’re working with many different smaller external vendors doesn’t scale very well. It leads to a lot of closing issues toward the end of production.
GamesBeat: Unity had their problems around price increases. They brought in a new CEO. It seems like they’re in a more stable situation. Things are a bit more predictable. They’re not at war with their clients anymore. I imagine that’s a good thing for companies like yours.
Langourieux: All I can say is that even though there was a lot of noise around this. We haven’t noticed a complete change in who is using what engine. It’s difficult to change a pipeline. There may have been a couple of instances where these changes were made, but. The state of who is using what hasn’t completely changed as far as we can see. I think it’s good for the industry if they have an organization and pricing structure that makes their clients happier. It’s good that they managed to correct course.
GamesBeat: I was going into an interview in the recent past with AWS about cloud game development. What do you think about the state of that right now?
Langourieux: It’s very key. Initial efforts are on the way from many different parties. You mentioned Amazon. You can see what Microsoft is doing with their own cloud solution. The players in China are also very active. Alibaba, Tencent, they have a number of cloud initiatives. It was also interesting to hear how Asia is the fastest-growing market for Xbox, because of players experiencing Xbox through the cloud. The devices they use in lower-income countries are less powerful, but that’s compensated for by the fact that they access games through the cloud. That should continue.
We’re happy to see these new technologies. We’re looking forward to seeing this new infrastructure combining with AI to lead to new types of games. At GDC we plan to showcase, with Inworld, new types of games that can be created thanks to AI. I expect we’ll be only one of many similar initiatives. It’s required. We aren’t going to grow the industry by simply rejuvenating old IPs or making smaller games. We also need to bring completely new types of gameplay.
GamesBeat: Have you seen AI tools arriving yet that are living up to some of the hype?
Langourieux: I wouldn’t point to a single tool. I think we should point at a combination of tools that when assembled together, one after the other. Allow you to transform a traditional workflow into something that moves twice as fast. The first wave of AI use seems to be more structured this way, rather than a killer app. I haven’t seen fantastic games made through a single prompt yet. Maybe others have. But I have seen entire workflows accelerated. I’ve seen new types of gameplay becoming possible because of the endless possibilities that AI now offers.
GamesBeat: We still maybe have a lot of impact ahead of us.
Langourieux: I’m convinced of that. Absolutely.
GamesBeat: Do you expect new consoles on a certain timetable after Nintendo? Are there any particular indications?
Langourieux: No, I have no indications. What I’m most excited about is to see how we’re going to tap into the next bucket of potential gamers, people who can’t buy an expensive platform. But are playing through either a lower-end mobile device or lower-end PC. We’re able to access them through a combination of cloud infrastructure and adapting content to suit when they like to play, what they like to play. And what they can afford. If you look at the lower-income economies in Asia, in Africa, in South America, there are still a lot of new players to go after.
GamesBeat: Do you see trends like metaverse and. Blockchain coming or going?
Langourieux: Nothing new on that front. It’s still a minority of work for us, not the majority. The move that is continuing is IPs that are strong in one region trying to develop their player base in other regions. Or trying to expand to suit new demographics. That’s probably where we see the most movement. Besides the change in model that we already discuss, from bigger studios to smaller studios. Bigger titles to leaner titles at launch.
GamesBeat: I talked to a consulting firm that was focused on IP generation. They had an interesting point of view around the usual behavior of game studios. They iterated forever on gameplay, with a fresh build every day or every week, and tested that exhaustively. But one of the results of that was that they often thought about the IP behind the game in perhaps the last three months. Things like world-building and character design were more of an afterthought. They spend so much time on gameplay that you don’t get the kind of strong IP that comes out of something like The Last of Us.
Langourieux: I grew up with that kind of approach, where you’re looking for a game design and. Technology breakthrough before you construct the rest of your game around it. I’m not certain that it’s a unique recipe. To paraphrase Neil from his DICE conversation, there is no unique way to arrive at a successful game. Certain teams have this method. Other teams prefer to build a universe first and figure out the game design down the road. We see both.
Something that’s more recent in PC and console gaming, though, is what you could call consumer publishing, where you have teams that are focused on creating and. Aligning a community with a game at the same time the game is being built. Different teams have different ways of doing it, but the common theme there is that you want to have gamers that are strong representatives of the audience associated with your development from early on. Then gradually, as they help you nail down the content of your game, you snowball them into something that’s going to be your community. When the game is ready to go out in the open, they rally the troops, the core gamers, around the game. This approach to making games in co-creation with a community wasn’t mainstream for PC and console five or 10 years ago. It’s becoming more and more frequent, though.
GamesBeat: Matthew Ball pointed out that one of the big challenges is that so many people play older games for such a long time now. Call of Duty Warzone stops me from having lots of time to play brand new games.
Langourieux: But is today’s Call of Duty Warzone the same as it was a year or two ago? The work that goes into it–it keeps changing. There’s so much new content. I don’t fully understand that argument. Yes, it’s the same name, but there is a lot of work going into adding, adjusting, expanding the content. It becomes a new experience month after month. In return, there is additional revenue coming in from the players in different ways. I don’t think that’s unhealthy at all. I don’t see how it’s different from 20 years ago, when people played a game and then bought the sequel.
GamesBeat: The point that Matthew and. Some others have made is that the window of time for people to try out a brand new IP that they’ve never heard of before is smaller. Live service games consume a lot of their time. They’ll try out a new game, but they won’t do it every month, perhaps.
Langourieux: That’s absolutely true. You don’t have that period of time where you’ve finished a boxed product you loved and you’re waiting for the next box to ship. Discovery is more difficult as a result.
Table of Contents Table of Contents Great Sword Long Sword Switch Axe Light Bowgun Heavy Bowgun Insect Glaive Hunting Horn Charge Blade Sword and Shie...
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What does your Monster Hunter Wilds weapon say about you?

Table of Contents Table of Contents Great Sword Long Sword Switch Axe Light Bowgun Heavy Bowgun Insect Glaive Hunting Horn Charge Blade Sword and Shield Dual Blades Hammer Lance Gunlance Bow.
Monster Hunter Wilds is finally here and. It’s already making a huge impact on Steam. If you’re one of the millions of players jumping in this weekend, we’ve got a lot of guides to get you started. Including some basic tips and tricks. But there’s one significant choice that you’ll need to make on your own.
You see. The long-running series has a fantastic armory totaling 14 unique kinds of weapons. There are multiple kinds of blades, blunt instruments, and even guns to pick from, and. I firmly believe that your signature weapon says a lot about you as a player and as a person. It’s sort of like a horoscope. What does your Monster Hunter Wilds weapon choice say about you? I’m here to help.
You won’t find much love from me for the greatsword in Monster Hunter Wilds. It’s a perfectly fine and reliable weapon, but that’s also why it’s the starting choice. It has the easiest of combos attached (mostly consisting of charged attacks) and there is no gimmick or unique feature about it. If you’ve landed on this as your weapon of choice, chances are you just defaulted to it after the tutorial because the anxiety of picking between all the other weapons caused you to freeze up. Call your therapist and get back on the Prozac, kid.
Some of the most iconic weapons in gaming, like Sephiroth’s Masamune, are long swords. They are the quintessential armament of the field: excessive, impractical, and remarkably flashy. If you find yourself gravitating towards the long sword in Monster Hunter Wilds, it’s because you — like Sephiroth over there — are probably a bit of a size queen who puts form over function every day. But that’s okay, we don’t judge around here and the long sword’s got all the glitz and glam you could want. Living up to its ostentatious reputation, this weapon is all about fast combos that build up a gauge that lets you amplify your damage and unleash some iconic moves. Like sheathing your weapon before slashing at your foe. Just watch where you swing that thing.
As you’re likely beginning to understand, Monster Hunter has an intimidating amount of really cool weapons. Which makes it difficult to pick just one. I think that’s why the developers eventually made the greatest weapon of the lot for us indecisive baddies: one weapon that’s secretly two. The Switch Axe’s remarkably simple trick is it’s a big axe that can morph into a bigger blade. Straightforward combos build up a series of smaller gauges that let you whip out the latter form and unleash huge attacks. If you’re someone who struggles deciding on anything, know that the Switch Axe is here to make you look and feel advanced.
You picked the light bowgun because you thought that it would be a simple weapon and. Now it turns out that you were absolutely wrong. Idiot. The bowguns can be simple if you just want to aim and fire at monsters from a distance, but. There’s actually a lot going on under the hood and you’ll feel cooler learning all their tricks. The light bowgun, for example, has two firing modes (a burst fire and an automatic mode) but. You need to build a meter with the first one to be able to unload hell with the second one. That meter, which sits above the ammo counter, will slowly fill on its own but it goes faster when you fire the weapon. And can even be sped up by following up every burst with a chaser shot. You can also swap between ammo types (some of which are more limited than others), fire off charged focus shots that look and sound like a grenade launcher. And can even place down a charge that can be blown up multiple times when shot at. But if you’re going to do all of that and keep up with the action, you’ve got to keep an eye on the light bowgun’s multiple ammo counters, and that’s a pretty big challenge.
In short. Welcome to Monster Hunter, where every weapon is actually homework.
Additionally, the heavy bowgun is what I’ve dubbed the “dudes rock” weapon. While it is mostly similar to the light bowgun, it sacrifices mobility for some splashier tricks. If you’ve ever wanted to fire a gatling gun at a monster and rattle off a corny one liner or shout “Hell yeah. Brother,” this is it for you. Like the light bowgun, the gatling gun firing mode is locked behind a gauge, but. You can’t do chaser shots to speed it up with the heavy variant. The heavy bowgun makes up for that sacrifice in two ways: you can hunker down with a guard function while you wait and. The gatling fire mode comes with a charged fire blast. So despite the fact that you’re much slower in exchange for that power, if your Roman Empire is the image of Mifune in The Matrix Revolutions making a last stand in his Gatling gun-strapped mech suit. This is where you need to be.
The insect glaive is a sick weapon. It’s also a scam. To love it is to be a masochist who truly hates themselves and never knows peace. To be entirely transparent, the insect glaive is my go-to weapon, and I love using it to pole vault over enemies and. Do a bunch of mid-air dashes and acrobatics. However, you will, as I have, become quite accustomed to spending as much time in the air as you spend face down on the ground after being knocked back by a monster in the middle of your attack. There’s also the “insect” of it all, where you need to use a large bug called a Kinsect to aim at specific points on a monster to extract and bring back certain colors of power to the player to unlock buffs and entirely new movesets. But this requires constant maintenance. Wilds cuts down on some of that upkeep, but it hasn’t completely erased it. This all sounds like a lot, I know, but if you’re drawn to this weapon like I am. You’ve never done things in life the easy way. Why start now?
If you’ve decided to rock the Hunting Horn, thank you for your service. You’re obviously a people pleaser and fellow support main who wound up in that position because everyone else on your team instalocked the DPS characters and. There was no healing. You take out the frustration brought on by that situation by wielding the Hunting Horn, which can be swung at enemies for damage, all the while stocking up notes and. Melodies, which you then perform to buff yourself and allies. Along the way, you realized that your friends really are your power, but you don’t say that aloud for fear of being mocked. You’re obviously a current or retired band kid, and it presents. You know your role in the group, and execute on it a high level to make everyone around you look and feel enhanced. You’re also clinically insane for undertaking such a complex role and bearing it with a grin. Please look out for yourself, but play that funky horn before you do.
You probably shouldn’t pick up the charge blade first thing, but. You’re likely going to. How do I know that? Because it’s got a move that turns it into the whirligig saw from Bloodborne. The Charge Blade is very similar to the Switch Axe in that they’re both transforming weapons, but the Charge Blade has significantly more going on. For one, there are three components rather than two, and having to learn what a phial is, let alone the best possible use of these phials. Like elemental discharges, is way more involved than you probably care for. But something tells me you’ve likely never shied away from a challenge, even though you always fail at them, and. Then bemoan the fact that “no one told you not to do it.” This is me trying to help you.
Let me paint you a picture. You’ve just downloaded the latest RPG you’re going to devote the next 100 hours of your life to. You excitedly boot it up, stare in awe at the incredibly hype opening of the game, and you jump right in. That excitement dissipates the second you hit a character creator though, and because you want to get to the game as quickly as possible. You make the most plain character ever. Your Mass Effect Shepard is the default guy, and you always pick a warrior type in every single one of these games. This is the life of a sword and shield player in Monster Hunter Wilds and I can begrudgingly respect it.
If you’re leaning towards the dual blades. You’ve done the math and figured two swords are superior than one. There’s a pretty good chance you instalock Wolverine in Marvel Rivals and your favorite fictional character is noted speed demon Sonic the Hedgehog. The dual blades, as is common in fantasy RPGs, are for roguish warriors who want to get in, do a lot of damage. And quickly get back out. Monster Hunter‘s dual blades fulfill that very urge, and even encourage you to go wild with a Demon Mode that buffs the speed and. Damage of your attacks. So yeah man, go nuts.
The hammer is as blunt a weapon as you’re gonna find in the whole set and because of that. It’s actually one of the best weapons you could possibly bring on a hunt. All that blunt weapon damage means that the hammer excels at stunning enemies, knocking those giants down and. Opening them up to a slew of attacks. It also has an unbelievably funny charge attack that involves wildly swinging the hammer to wind up a powerful finishing blow. The hammer is a very domineering weapon, and it needs a really deft hand and. A will strong enough to kill God in order to get the most out of it. You’ve got to view everything and everyone as a problem (or nail) to be solved (hammered). Which might make you a bit of a thorny person to be around. You find it hard to relate to and connect with others, but your presence inevitably brings up the competence of the group. You are Asuka Langley Soryu from Neon Genesis Evangelion.
There’s a lot to learn about the lance, which has a number of charge attacks and. Guard mechanics that come with the territory. After all, the kit consists of a giant lance and a similarly huge shield, you know what you’re getting into here. But you’re really only into this weapon because you want to run enemies through with the biggest weapon possible. Your lifelong fantasy has been to joust, and now that you have a reliable mount in the form of a Seikret and can don some fancy armor carved from the skin of your foes. The last part of your 12-step plan has locked into place.
I know what you are. You’re one of these freaks that loves the critically acclaimed (or reviled, depending on who you’re talking to) RPG Final Fantasy VIII. You experienced the high of swinging the gunblade at an unsuspecting enemy and pulling the trigger at the right time to fire it at the same time. Multiplying your damage. You’ve been chasing that high ever since, and now Monster Hunter Wilds has got your back. The Gunlance (as the name might give away) allows you to poke and prod enemies while also letting off explosive blasts. Fortunately, you can “shell” enemies at almost any given point in a combo,.
The bow is one of the most well worn fantasy tropes out there. From Artemis to Hawkeye, there’s no shortage of fictional characters who have come to define what it means to be a archer in tremendous style. They shoot with flair, as well as a few trick arrows, and they always nail their mark. If you’re picking the bow in Monster Hunter Wilds, chances are you’re trying to replicate the style of these very same marksmen, and. If I were a betting man, I’d wager it’s Legolas. What the bow lacks in dynamism, it makes up for with style, specifically the sauce of the famous elven ranger going band for band with Gimli at the Battle of Helm’s Deep.
Monster Hunter Wilds is available now on PS5, Xbox Series X/S, and. PC.
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‘Quite frankly terrifying’: how Firefly’s Blue Ghost engineers are preparing to land on the moon

Table of Contents Table of Contents Trusting the engineering Looking out the window Picking the perfect spot Crushable honeycombs Race to the moon.
Like throwing a dart and. Hitting the bullseye on a moving target in the next city over: that’s what it’s like trying to land a spacecraft on the moon. With an inhospitable surface of steep craters and inconvenient boulders, there are no landing pads, no GPS, no air traffic control, and no one to help if things go wrong.
Additionally, this weekend, Firefly Aerospace will attempt to defy the odds and land its Blue Ghost spacecraft safely on the moon’s surface, touching down in the Mare Crisium region on the moon’s near side.
Only one other private corporation has ever successfully landed on the moon, and that landing was no cakewalk: the Intuitive Machines Odysseus lander caught a leg on the moon’s rough surface as it came down and ended up landing on its side. Limiting its lifespan.
So the pressure is on for the Firefly team, who are aiming for a picture-perfect soft landing on Sunday — and we spoke to a member of that team to hear about how they’re hoping to pull it off.
Kevin Scholtes is Firefly’s Future Systems Architect, which means his job is to look to problems of the future. “I like to tell people that my job is to be perpetually dissatisfied with where we are, and pushing us to go further,” he told Digital Trends.
He and his colleagues are hotly anticipating this weekend’s landing attempt, waiting to see if their years of hard work have equipped their beloved lander to tackle the many challenges that landing on the moon has to offer.
“Everyone is definitely on pins and. Needles in anticipation of what’s gonna happen,” he expressed.
Of all the scary things about trying to land on an object more than 200,000 miles away is that you can’t control a lunar spacecraft manually. Once the landing process begins, the spacecraft has to navigate itself — which is why the Japanese space agency referred to this period as the 20 minutes of terror.
“Once we commit to descent. Then at that point it’s fully autonomous,” Scholtes explained. Because of the distance to the moon and the limitations of the speed of light, there’s an inevitable communications delay of a few seconds between Earth and the spacecraft.
“So it’s not even possible to do real time commanding and. Communication with the lander. So we’re trusting the engineering. We’re trusting the analysis. We’re trusting the guidance and the navigation on board the vehicle. We’re very conscious that we’ve made the decision to commit, and we’re going to see that through to the end.”.
Humanity might have successfully landed on the moon over 50 years ago, but don’t be fooled into thinking a lunar landing is easy.
“Counterintuitively, one of the biggest challenges about doing this is simply knowing where you are,” Scholtes introduced.
Without the benefit of GPS to give accurate positioning, or astronauts on board to look out the window. A spacecraft must slow itself from traveling at a mile per second to an eventual landing speed of just one meter per second, and accurately calculate its own location with meter-level accuracy.
“That can be terrifying because we have to generate all of that internally,” Scholtes explained. “We have to do that the way that a pilot would do that, by visually looking out the window, so to speak, and saying, I recognize those capabilities and. I can tell approximately how fast I’m going based on that.”.
Recognizing those aspects isn’t easy either, because the moon’s surface is covered in craters both large and small. These look similar from different altitudes, which makes it hard to know if you’re seeing a large crater up close, or a small crater from further away.
“A hundred kilometers up, one kilometer up, or 10 meters up — when you look at the surface, you see craters,” Scholtes explained.
That means that even with ideal navigational data, it’s still hard to tell how far away the surface is as you get closer to it.
“Make no make no mistake,” Scholtes stated. “landing on the moon is an incredibly difficult challenge.”.
With modern technology and cameras on spacecraft like NASA’s Lunar Reconnaissance Orbiter, we’re lucky to have impressive imagery of the moon’s surface captured from orbit. And that imagery is invaluable for picking a landing site, but at a resolution of a few meters per pixel, images can’t show all of the hazards that a lander needs to avoid.
“That’s a pretty low resolution for detecting a big rock that you’re about to land on,” Scholtes noted.
There is an advantage of the lunar environment though, which is that its lack of atmosphere means that there are no winds and. No motion, so there aren’t any objects like clouds which cast shadows on the surface. That static environment means that if you know where the sun is, then the length of a shadow gives you a very good idea of how large an obstacle is.
So Blue Ghost is equipped with a technology called terrain relative navigation, which uses a camera mounted to the underside of the spacecraft to take images of the terrain below. And matches these to an onboard map of the surface. This kind of navigation has only lately become possible thanks to advances in computer processing, which allows an onboard computer to rapidly compare images coming in to its internal map.
“We synthesize what the moon is supposed to look like,” using the onboard computer, Scholtes explained, “and essentially do a comparison between that and what the cameras are showing us.”.
Differences between the onboard map and the actual camera images can tell the spacecraft how fast it is travelling and its orientation, and that lets the system figure out where exactly the lander is.
Then a second system called hazard avoidance can use the same camera data to highlight any potential dangers like boulders or craters, creating hazard maps which show which areas are potentially dangerous to attempt a landing in, and which are safer.
Along with a method for calculating distance from a surface using lasers, called laser altimetry, and data on relative altitude and acceleration collected by onboard sensors. These systems can figure out where the spacecraft is relative to the surface and help set it down gently.
If the spacecraft does come in faster than expected though, it has one last trick up its sleeve: its legs contain a crushable honeycomb core material which can crumple and absorb impacts like the crumple zones on a car.
Sensors on the lander’s feet indicate when they have made contact with solid ground and send a cutoff signal to the engine — at which point, hopefully, the lander is standing safely upright on the moon’s surface and ready to begin its operations.
Blue Ghost is just one of the private moon missions currently underway. In addition to Firefly’s lander, two other lunar landers are currently on their way to the moon. With another set to launch next year.
But that doesn’t mean there’s negative feelings between the competing companies. Rather, Scholtes mentioned, they were hoping for success for all.
“We’re very encouraging of each other,” he noted. “We’re very much rooting for Intuitive Machines, we’re rooting for ispace and Astrobotic. We really want to see them successful — partially for the reason that their success is our success. What we really want to do is to inspire American taxpayers and people around the globe that the moon is worthy of going back to.”.
The companies do share information and several are part of a NASA program called Commercial Lunar Payload Services. Or CLPS. But each firm takes its own direction and makes its own decisions, with the hope of finding which approach works best.
For now, “we’re trying to focus on successfully sticking the landing for us,” Scholtes revealed, “and then hopefully getting a good friend on the other side of the moon sticking their landing shortly thereafter.”.
Building on these developments, this weekend, everyone will be keeping their fingers crossed in anticipation of this ambitious feat. Which has taken years of preparation and work. “Everything about the process is quite frankly terrifying,” Scholtes mentioned. “It’s a terrifying and incredibly audacious thing to attempt.”.
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Market Impact Analysis
Market Growth Trend
2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 |
---|---|---|---|---|---|---|
12.0% | 14.4% | 15.2% | 16.8% | 17.8% | 18.3% | 18.5% |
Quarterly Growth Rate
Q1 2024 | Q2 2024 | Q3 2024 | Q4 2024 |
---|---|---|---|
16.8% | 17.5% | 18.2% | 18.5% |
Market Segments and Growth Drivers
Segment | Market Share | Growth Rate |
---|---|---|
Digital Transformation | 31% | 22.5% |
IoT Solutions | 24% | 19.8% |
Blockchain | 13% | 24.9% |
AR/VR Applications | 18% | 29.5% |
Other Innovations | 14% | 15.7% |
Technology Maturity Curve
Different technologies within the ecosystem are at varying stages of maturity:
Competitive Landscape Analysis
Company | Market Share |
---|---|
Amazon Web Services | 16.3% |
Microsoft Azure | 14.7% |
Google Cloud | 9.8% |
IBM Digital | 8.5% |
Salesforce | 7.9% |
Future Outlook and Predictions
The Could Tighter Budgets landscape is evolving rapidly, driven by technological advancements, changing threat vectors, and shifting business requirements. Based on current trends and expert analyses, we can anticipate several significant developments across different time horizons:
Year-by-Year Technology Evolution
Based on current trajectory and expert analyses, we can project the following development timeline:
Technology Maturity Curve
Different technologies within the ecosystem are at varying stages of maturity, influencing adoption timelines and investment priorities:
Innovation Trigger
- Generative AI for specialized domains
- Blockchain for supply chain verification
Peak of Inflated Expectations
- Digital twins for business processes
- Quantum-resistant cryptography
Trough of Disillusionment
- Consumer AR/VR applications
- General-purpose blockchain
Slope of Enlightenment
- AI-driven analytics
- Edge computing
Plateau of Productivity
- Cloud infrastructure
- Mobile applications
Technology Evolution Timeline
- Technology adoption accelerating across industries
- digital transformation initiatives becoming mainstream
- Significant transformation of business processes through advanced technologies
- new digital business models emerging
- Fundamental shifts in how technology integrates with business and society
- emergence of new technology paradigms
Expert Perspectives
Leading experts in the digital innovation sector provide diverse perspectives on how the landscape will evolve over the coming years:
"Technology transformation will continue to accelerate, creating both challenges and opportunities."
— Industry Expert
"Organizations must balance innovation with practical implementation to achieve meaningful results."
— Technology Analyst
"The most successful adopters will focus on business outcomes rather than technology for its own sake."
— Research Director
Areas of Expert Consensus
- Acceleration of Innovation: The pace of technological evolution will continue to increase
- Practical Integration: Focus will shift from proof-of-concept to operational deployment
- Human-Technology Partnership: Most effective implementations will optimize human-machine collaboration
- Regulatory Influence: Regulatory frameworks will increasingly shape technology development
Short-Term Outlook (1-2 Years)
In the immediate future, organizations will focus on implementing and optimizing currently available technologies to address pressing digital innovation challenges:
- Technology adoption accelerating across industries
- digital transformation initiatives becoming mainstream
These developments will be characterized by incremental improvements to existing frameworks rather than revolutionary changes, with emphasis on practical deployment and measurable outcomes.
Mid-Term Outlook (3-5 Years)
As technologies mature and organizations adapt, more substantial transformations will emerge in how security is approached and implemented:
- Significant transformation of business processes through advanced technologies
- new digital business models emerging
This period will see significant changes in security architecture and operational models, with increasing automation and integration between previously siloed security functions. Organizations will shift from reactive to proactive security postures.
Long-Term Outlook (5+ Years)
Looking further ahead, more fundamental shifts will reshape how cybersecurity is conceptualized and implemented across digital ecosystems:
- Fundamental shifts in how technology integrates with business and society
- emergence of new technology paradigms
These long-term developments will likely require significant technical breakthroughs, new regulatory frameworks, and evolution in how organizations approach security as a fundamental business function rather than a technical discipline.
Key Risk Factors and Uncertainties
Several critical factors could significantly impact the trajectory of digital innovation evolution:
Organizations should monitor these factors closely and develop contingency strategies to mitigate potential negative impacts on technology implementation timelines.
Alternative Future Scenarios
The evolution of technology can follow different paths depending on various factors including regulatory developments, investment trends, technological breakthroughs, and market adoption. We analyze three potential scenarios:
Optimistic Scenario
Rapid adoption of advanced technologies with significant business impact
Key Drivers: Supportive regulatory environment, significant research breakthroughs, strong market incentives, and rapid user adoption.
Probability: 25-30%
Base Case Scenario
Measured implementation with incremental improvements
Key Drivers: Balanced regulatory approach, steady technological progress, and selective implementation based on clear ROI.
Probability: 50-60%
Conservative Scenario
Technical and organizational barriers limiting effective adoption
Key Drivers: Restrictive regulations, technical limitations, implementation challenges, and risk-averse organizational cultures.
Probability: 15-20%
Scenario Comparison Matrix
Factor | Optimistic | Base Case | Conservative |
---|---|---|---|
Implementation Timeline | Accelerated | Steady | Delayed |
Market Adoption | Widespread | Selective | Limited |
Technology Evolution | Rapid | Progressive | Incremental |
Regulatory Environment | Supportive | Balanced | Restrictive |
Business Impact | Transformative | Significant | Modest |
Transformational Impact
Technology becoming increasingly embedded in all aspects of business operations. This evolution will necessitate significant changes in organizational structures, talent development, and strategic planning processes.
The convergence of multiple technological trends—including artificial intelligence, quantum computing, and ubiquitous connectivity—will create both unprecedented security challenges and innovative defensive capabilities.
Implementation Challenges
Technical complexity and organizational readiness remain key challenges. Organizations will need to develop comprehensive change management strategies to successfully navigate these transitions.
Regulatory uncertainty, particularly around emerging technologies like AI in security applications, will require flexible security architectures that can adapt to evolving compliance requirements.
Key Innovations to Watch
Artificial intelligence, distributed systems, and automation technologies leading innovation. Organizations should monitor these developments closely to maintain competitive advantages and effective security postures.
Strategic investments in research partnerships, technology pilots, and talent development will position forward-thinking organizations to leverage these innovations early in their development cycle.
Technical Glossary
Key technical terms and definitions to help understand the technologies discussed in this article.
Understanding the following technical concepts is essential for grasping the full implications of the security threats and defensive measures discussed in this article. These definitions provide context for both technical and non-technical readers.