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Marvel’s Wolverine: Photo Mode guide

Marvel’s Wolverine: Photo Mode guide

Marvel’s Wolverine: Photo Mode guide https://ift.tt/5LV7gEX

Photo Modes are a rewarding way to get to grips with some essential elements of photography, while letting you more closely examine and appreciate a game’s art design and increasingly photorealistic visuals. Feature-rich Photo Modes put an entire suite of virtual lighting rigs at your fingertips, subtracting concerns about space requirements, or the patience of your models as you get your composition just right.  

Insomniac in particular continues to bring a superheroic heft to its photographic options, first established through its Marvel’s Spider-Man games, with Marvel’s Wolverine. The game’s out for just over a month, and we continue to be dazzled by the Photo Mode skills players have displayed since launch. We’ve equally had questions from budding shutterbugs asking for guidance on how to better their shots. Here, we unpack some of the options the studio offers up in Photo Mode and some examples to get you thinking. 

Warning: some of the photos here are spoilers for the game’s outfits and mid-game content

Set up tips 

Chapter select: Once you’ve rolled credits, loading your save file will pop you back in Logan’s cabin. Head to the bed to access a chapter select menu, letting you leap into any location or moment from the story. From Canada’s snowy wilderness, neon-soaked Shinjuku arcades, to the compact districts of Madripoor and more, you got plenty of backdrops, blockbuster moments and quieter character moments to work with. 

Photo Mode UI repositioning: Insomniac has packed in a multitude of options in its Photo Mode to cater to every need you’d have. That includes up to 5 independent lighting rigs (plus customisable natural light options!), character poses, miniature mode, filters and more. Extensive options means a chunky, multi-tab Photo Mode UI. Remember: if you find the UI is blocking your shot, you can tap a button to alternate it between the left and right of your screen. 

D-Pad Shortcuts: As default you access Photo Mode from the Pause menu, but jump into Settings, and you can map a shortcut to Photo Mode to the DualSense’s D-Pad. And while you’re there, assign another D-Pad button to adjust the game speed, letting you reduce game speed by 30, 50 or 70%. Useful when you want to capture the perfect action moment.  

Landscape, portrait or between: You can use the Tilt option to angle the camera from a straight landscape shot, to a dramatic dutch angle, or a 9×16 portrait image. You’ll need to tilt your own head to better compose the shot with that last option (or, if you’re playing on a PlayStation Portal, just turn the handheld device on its side). 

I see five lights 

A headline feature of Marvel’s Wolverine Photo mode is five independent lights, each offering separate colour spectrums, intensity options, adjustable distances and such. You can choose each light to be Sphere (casting a wider glow from their centre) or Spotlights (a stronger directional beam). 

One to two lights: That can seem daunting, but you don’t have to use them all! In fact, for individual portrait shots, just one or two will do. In photography terms, two lights cover your key light, and your rim light. The former is the main light, illuminating your subject from the front. Play about with having this light to the side, above or below your subject to change the mood of the shot. The latter usually is positioned behind your subject at a lower intensity and at a slight angle, casting a soft fall of light onto your model’s side, shoulders or hair, which separates them from the background. 

But those guidelines aren’t rigid: play with lighting, shifting from traditional portraiture to something more startling, as I’ve done with the above. (Which positions Logan’s character model within the radius of a gun’s muzzle flash during a fight scene.) 

And once you’ve comfortable with one subject, extend it to two models, then group shots.

So, 5 lights. There’s a few examples of location-based uses that could help wrap your head around how to operate them. 

Try this: Take the arcade early on in the “In the Shadows” chapter. It’s a barrage of colour, glowing cabinet screens and neon ceiling lights battling for dominance. Switch to Photo Mode and use each light to mimic the glow of a different arcade cabinet screen, or infer ones that aren’t even in shot. Tinker with the intensity and light type of each. You’re just trying to best replicate the mood and look of an arcade bar.

I applied the same trick to the casino scene below, but with two lights only. One was positioned just in front of the fruit machine to give off that notable glow, which bathed Jean Grey’s left side in purple light. Logan on the other hand was the focus of an off-white light off-camera, mimicking the glow from the wider casino floor.

Three lights: The below photo ups the set to three lights, this time coloured to replicate the flow from the two lanterns to the rear of the shot, and the candles on the floor in the foreground. I upped the intensity of the front light to cast a strong shadow on the floor. A similar trick I applied to an alternate version on the arcade scene: notice the shadow of the grabber claw cast on the back wall?

Move him as you need him 

In all the shots thus far, my focus was ever on the position and body language of NPCs, rather than Logan himself. That’s because with the Character Pose option, you’re able to cycle through a set of different locked poses, and then,  with movement options, you’re free to move Wolverine to anywhere within a generous radius (up, down, left, right, back and forward). You can rotate him, cycle through a variety of facial expressions and switch between any suits or claws you’ve currently unlocked. You can also hide him entirely, or any enemy NPC thanks to a toggle option in the menus. 

A good rule of thumb with any photo: once snapped, cycle through the different suits before exiting. Some might fit the mood of a shot better, and the various materials on each react differently to light sources. 

Note: Logan’s original position when entering Photo Mode will be taken as the centre point to which the 5 independent lights will circle around, not where he is moved to. So you’ll need to adjust lights accordingly if you want him lit a certain way. 

Ready, set, action (figure) 

A fun feature making a welcome leap from Marvel’s Spider-Man 2: Action Figure mode. Found in the Character Pose sub-menu, one click turns Logan miniature. Ripe for some creative executions. For myself, I envisioned Wolverine sitting in Jean’s outstretched palm. In trying to capture that moment during a combat moment, I stumbled onto something unexpected: the world’s smallest Fastball Special. 

Worth noting: despite his (more than usual) diminutive size, mini-Logan’s model has the same movement radius (up, down, left right, forward or back) as his normal-sized version.  

The above had a comic book cover-like look I liked, which led me to the rabbit hole of using miniature work, and the ability to switch backgrounds to a specific colour palette to mimic something you’d see on the front of a graphic novel.

The above was possible due to another feature worth flagging: Logan has an entirely separate set of poses when he’s airborne, as exampled below.

Merging Figures

The Wolverine character model isn’t blocked by other character models or environmental objects when moving him, 

giving you the flexibility to get characters side by side for some dramatic shots. Don’t worry about any clipping or overlaps between models! The right camera angle will hide that imperfection (such as the shots below: in the first Jean’s right arm is actually clipping through Logan’s jacket, the second, Logan’s knee is clipping through Jean’s back).

That said, don’t be afraid to get creative with the clipping. Example below: having Jean and Logan’s heads blend together, a nod to sci-fi movie-style posters and referencing how the game’s story delves into his mind and memories. 

Composed and captured your shot? Now pan around 

Captured a great shot? Great. But before you back out of Photo Mode, train yourself to do one last pan around. There may be an alternative angle to your setup, a hidden detail just out of view. Heck, there could be a completely different photo worth capturing in the frozen moment. For me, an early example was the below. Originally this was a neon-lit picture of Wolverine in a completely different pose. But I widened the lens and spotted Jean’s hand in the foreground, which made for a fun framing device and also gave a different vibe to the photo. 

Now go grab some great photos 

The above isn’t intended to be an exhaustive run down of the game’s many Photo Mode options, but a few primers to get you thinking and start on capturing great shots of your own. If you need more inspiration, find a few more galleries below! 

Street Photography Gallery

Remember to look beyond your immediate view. Every location in the game is rich with cool environments or background characters going about their lives. 

Action Gallery 

You can increase the amount of blood or damage on Logan’s character model via a specific menu option in Photo Mode. 

PlayStation Store: September 2026’s top downloads

PlayStation Store: September 2026’s top downloads

PlayStation Store: September 2026’s top downloads https://ift.tt/k9ep87m

It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. In September, Marvel’s Wolverine led the PS5 charts in the US, followed by EA Sports FC 27, while in the EU, EA Sports FC 27 led the PS5 charts, followed by Marvel’s Wolverine.

Check out the full listings below. What titles are you playing this month?

PS5 Games

US/CanadaEU
Marvel’s WolverineEA Sports FC 27
EA Sports FC 27Marvel’s Wolverine
NBA 2K27The Blood of Dawnwalker
HalloweenHalloween
The Blood of DawnwalkerGrand Theft Auto V
Madden NFL 27Minecraft
Onimusha: Way of the SwordOnimusha: Way of the Sword
Control ResonantNBA 2K27
NHL 27Forza Horizon 5
College Football 27Control Resonant
Call of Duty: Black Ops IICall of Duty: Black Ops II
MinecraftValheim
ValheimThe Witcher 3: Wild Hunt
Grand Theft Auto VSilent Hill: Townfall
Silent Hill: TownfallResident Evil 4
Minecraft Dungeons IIMinecraft Dungeons II
Forza Horizon 5NHL 27
Call of Duty: Black OpsDune: Awakening
Dune: Awakening007 First Light
Resident Evil 4It Takes Two

*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/CanadaEU
Red Dead Redemption 2EA Sports FC 27
Call of Duty: Black Ops IIIRed Dead Redemption 2
Batman: Arkham KnightBatman: Arkham Knight
Gang BeastsA Way Out
Call of Duty: WWIICall of Duty: WWII
Resident Evil 5Call of Duty: Black Ops III
Resident Evil 6Gang Beasts
MinecraftNeed for Speed Heat
Need for Speed HeatLEGO Marvel Super Heroes
LEGO Marvel Super HeroesCall of Duty: Modern Warfare
theHunter: Call of the WildCrash Bandicoot N. Sane Trilogy
Call of Duty: Modern WarfareMinecraft
A Way OutUnravel Two
God of WarThe Forest
Star Wars Battlefront IIMafia Trilogy
Mortal Kombat XResident Evil 6
Crash Bandicoot N. Sane TrilogyResident Evil 5
EA Sports FC 27God of War
The ForesttheHunter: Call of the Wild
Injustice 2LEGO Marvel Super Heroes 2

*Naming of products may differ between regions 

PS VR2 Games*

US/CanadaEU
I Am Cat I Am Cat 
Horizon Call of the MountainBeat Saber
Beat SaberPavlov
PavlovHorizon Call of the Mountain
Job SimulatorJob Simulator
Cities: VR – Enhanced EditionMetro Awakening
Arizona Sunshine VR 2Arizona Sunshine VR 2
Bootstrap IslandCities: VR – Enhanced Edition
Metro AwakeningVampire: The Masquerade – Justice
Hard BulletSwordsman VR

*PlayStation Store purchases only. Game upgrades or games bundled with hardware not included

Free to Play (PS5 + PS4)

US/CanadaEU
Call of Duty: WarzoneAniimo
Once HumanFortnite
FortniteCall of Duty: Warzone
AniimoRoblox
RobloxOnce Human
Marvel RivalsRocket League
Rocket LeagueeFootball
Apex LegendsAsphalt Legends
Asphalt LegendsMarvel Rivals
Fall GuysFall Guys

Tomb Raider: Legacy of Atlantis – the evolution of Lara Croft’s design

Tomb Raider: Legacy of Atlantis – the evolution of Lara Croft’s design

Tomb Raider: Legacy of Atlantis – the evolution of Lara Croft’s design https://ift.tt/xSGfvRZ

When Lara Croft first leapt onto screens in 1996, she was a few hundred polygons and a fistful of pixels. Thirty years later, Tomb Raider: Legacy of Atlantis reimagines that same adventurer with technology the original team could only dream of. Through it all, one goal held steady: she had to look like Lara.

For a generation of players, their first adventure with Lara unfolded on PlayStation. Tomb Raider and PlayStation came of age together in the mid-nineties, each helping shape what that new era of gaming could be. Thirty years later, that connection still resonates, and Lara’s latest journey continues on PlayStation 5.

Tomb Raider: Legacy of Atlantis – the evolution of Lara Croft’s design

Building on the original

“Now we have that technology and the computing power, we ask, how do we make this the most realistic-looking Lara while sticking with that original design?”

For the character team, the 1996 design is the anchor every choice answers to. “When the original Lara was made, we could only have a certain number of polygons, a certain number of textures,” says Brendon Bengston at Crystal Dynamics. “There were a lot of things we wanted to do to make things look realistic that we just didn’t have the technology for. Now we have that technology and the computing power, so we ask, how do we make this the most realistic-looking Lara while sticking with that original design?”

Every console generation since has moved that design a step forward. The PlayStation 2 era of Legend, Anniversary, and Underworld gave Lara smoother geometry and more expressive animation, and the Survivor trilogy pushed her detail and realism further still. Each leap added polygons, texture, and nuance, and each one answered back to that same 1996 silhouette.

For the concept team, the harder challenge was balance: pushing the fidelity forward while keeping her instantly recognizable. “You want them to feel believable, but you also want them to look recognizable,” says Aleksandra Skiba, Senior Character Concept Artist at Flying Wild Hog. “You have to figure out what you can do now to make them better.”

Rendering a living character

The leap from 1996 is most visible in the details that used to be impossible. Take her hair. “Back in the first couple of Tomb Raider games, it was all polygons, all big shapes,” Bengston says. “Now we are able to create hair cards and craft exact strands.” Hair cards are thin, overlapping strips of semi-transparent texture, layered to mimic real clumps of hair rather than the solid, helmet-like shapes of the past. The difference is in the motion. “How does the bang move? What does the ponytail feel like? What does the braid feel like? We can get in and craft every nook and cranny.”

Her skin carries the same fidelity. “We can do a lot of things with our materials for the skin. We have subsurface scattering, we have flow maps,” Bengston says. Subsurface scattering is the effect that makes skin look alive rather than plastic, light sinking slightly into the surface and glowing back out, the way your ear looks lit from within when the sun is behind it. The face goes further still. “We can craft custom blend shapes so that when Lara squinches, we see bespoke lines on her face, on the forehead, when she smiles or when she frowns.” Blend shapes are sculpted facial poses the game moves between, letting a single face form thousands of natural expressions. “We weren’t able to do that not long ago. Using this technology from Epic in Unreal has let us take the characters to the next level, not just in their static model but in how they move and emote.”

Real fabric, real folds

“We actually hired a tailor to create an actual outfit for her. They made it, we put it on a mannequin and scanned it, and now we have a real-world asset of the digital version.”

To dress Lara believably, the team leaned on the real world. “Early on we decided to leverage a scanning pipeline,” Bengston says. “We sculpted the base body, got it 3D printed at real scale, sent it to a vendor, put real-world clothes on the mannequin, and scanned that. It gives us real-world cloth. Denim folds differently than silk. It folds differently from chiffon or cotton or wool.”

For one of Lara’s outfits, they went all the way. “We actually hired a tailor to create an actual outfit for her,” Bengston says. “They made it, we put it on a mannequin and scanned it, and now we have a real-world asset of the digital version.”

What we kept, what we reimagined

Technology renders the surface. Identity is what the team fought to protect. John Stafford, Narrative Director at Crystal Dynamics, frames the reimagining in three parts. “What we kept: Lara’s intelligence, fearlessness, and thrill-seeking spirit remain completely intact,” he says. “What we evolved: we deepened her emotional depth and relationships without losing her confidence. What we reimagined: we unified the mythic, grounded, and larger-than-life tones of multiple Tomb Raider eras into one Lara.”

It is a challenge the studio has faced before. “Anniversary was about retelling a classic through a modern lens. Legacy of Atlantis is about synthesizing thirty years of Lara into something new,” Stafford says. “Anniversary taught us that, outside of plot points, fans remember how Lara makes them feel. We want to evoke similar emotions from across all previous eras.”

That includes the younger, rawer Lara of the Survivor trilogy. “The Survivor era showed us Lara works well when danger has consequences,” Stafford says. “We carried forward her physicality, emotional credibility, and sense of earned resilience. Even at her most confident and badass, this Lara still feels human.”

One Lara, every era

“No matter the era, Lara must always feel like someone who needs to know what’s behind the next door.” 

The result is a Lara built to resonate with anyone who has ever picked up a controller in her name. For players meeting her for the first time, the target is simple. “That she’s the smartest person in the room, and the boldest,” Stafford says. “That adventure isn’t something she survives, it’s something she actively pursues.”

One quality, Stafford says, was non-negotiable no matter which era a fan loves most. “Lara’s curiosity and spirit of discovery. No matter the era, Lara must always feel like someone who needs to know what’s behind the next door.” Everything about how she is made has changed. What makes her Lara has not.

Pre-order Tomb Raider: Legacy of Atlantis

Lara Croft’s greatest adventure begins February 12, 2027. Pre-orders are live now on PlayStation Store, so secure your edition before launch.