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The Expanse: Osiris Reborn Will Take Cues From Mass Effect, Souls Games and More

I spoke with the creative director of the upcoming action RPG game, which is based on the beloved book and TV series.

For a certain kind of science fiction fan, the surprise news of a video game set in one of the most beloved TV and book series, The Expanse, hit like a freight train of hype. The Expanse: Osiris Reborn is an action RPG currently in development from Owlcat Games with no release date yet, but that hasn’t stopped the studio’s creative director, Alexander Mishulin, from giving me some early details about the game.

There are many reasons The Expanse has been so successful, the largest of which is its deft mix of well-written characters interweaved with political intrigue affecting grand theaters. Unlike Star Wars and other popular space fiction, The Expanse — both the books by James S.A. Corey and the Syfy/Amazon Prime show — is «hard» science fiction with realistic physics and scenarios. From chatting with Mishulin, Cyprus-based Owlcat Games is making sure all of this makes it into its game.

The announcement trailer for Osiris Reborn, released during Summer Game Fest earlier this month, shows plenty of hallmarks from the TV show: zero-G ship combat, sealed flight suits, tactical gunplay and the protomolecule. But the end showed something even more promising: early gameplay footage that, despite being prealpha and not representative of how the final game will look, represents the third-person exploration that Owlcat Games is aiming to use. 

It looks, well, very Mass Effect. Many of Mishulin’s teammates are fans of BioWare’s legendary sci-fi action RPG series, and he acknowledged that it in some way inspired Osiris Reborn. But he emphasized that the team also drew on RPGs like Baldur’s Gate 3 for its cinematic story focusing on companions, while Japanese RPGs served as models for great characterization that keeps you attached to characters through the long story of a game. 

«I’m not saying we are taking something from, say, Persona 5, but the approach, the idea that characters are front and center of the story and how they evolve all through the story up until the end is a little bit similar,» Mishulin said.

Osiris Reborn is set in the same near-Earth area as its source material, specifically during the events of the first and second seasons of the show (or the first two books). It’ll have entirely new characters for the player to meet and add to their party, which was done to give Owlcat Games more creative room to tell stories rather than strictly adapt the books or show, though they may run into some more well-known heroes and villains. 

«You will be seeing with your own eyes the repercussions of Holden’s actions, all the situations like The Canterbury, and how it affects people in the belt, people in the inner planets,» Mishulin said. «You will be having your own adventure with your own goals, choices, consequences in the same universe [with] all the major events unfolding in this universe alongside your story.»

What players will recognize more are the planets, moons and locations they’ll visit in Osiris Reborn — in fact, the game starts on Eros Station. Show and book fans will remember what was happening there at this point in the timeline, and yes, the human-altering extrasolar protomolecule will make an appearance in the game, evoking a similar horror as it does in the show. Relatedly, the corporate subsidiary Protogen that studies the alien molecule will also appear, Mishulin said, hinting that its most sinister project, the human-protomolecule hybrid Caliban, will also show up.

From the trailer and Mishulin’s descriptions, Osiris Reborn sounds like it will be very different from other adaptations of the franchise, such as Telltale’s narrative-driven Expanse game. And for Mass Effect fans, it sounds like Owlcat’s game will have RPG systems and combat that have some similar elements to BioWare’s classics, but give players more capability to build characters and play how they want. Mix in strong characters with comparisons to other popular RPGs and Osiris Reborn sounds like a lot of what fans want in a game adapting the franchise.

Modern third-person space RPG combat

Osiris Reborn’s combat will allow a variety of approaches, Mishulin said, letting players mix and match their reliance on gunplay and various abilities. In the announcement trailer, the trio of heroes showcased three different approaches to fights: traditional guns, drone-based support from a distance and a defensive ballistic shield (along with a shoulder-mounted weapon), which worked in tandem to hit enemies from all sides.

«The RPG system is very open, allowing you to build whatever character you like. It’s part of our vision of the game to allow you to experiment and find things you like,» Mishulin said. 

Characters aren’t class-based, and players can try out weapons and devices they find along the way. Weapons you pick up will have different parameters, like damage, accuracy or recoil, so it behooves the player to find out which guns best fit their build. In that way, Mishulin vaguely compared Osiris Reborn to a Souls game — not in its difficulty, but in discovering weapons during the game and strengthening your play style around it. The team wants players to tinker with their abilities and weapons to find what’s best for them, including finding unique synergies. 

Mishulin gave one example: a visor that highlights enemies through smoke and cover (which «allows you to start feeling a little bit like a character in a lot of ’80s or ’90s movies,» Mishulin said) that will help players shoot enemies through walls. It works better with slow and hard-hitting weapons than with a fast-firing submachine gun, he noted, so it’s only helpful with certain play styles.

In Osiris Reborn, players will also have two companions to bring into combat, though the rest of your ragtag crew won’t just stay on the ship, killing time, Mishulin noted. They’ll help you fulfill objectives as the missions progress — sometimes even forming second teams to handle situations elsewhere. 

As seen in the trailer, players will have their own small ship (similar to the Rocinante in The Expanse books and show) that the main characters call home and use to launch into missions. And while ship-to-ship combat won’t be in Osiris Reborn — at least not controlling it like other dogfighting simulator games — players will get to roam around and lightly customize their vessel.

And while it won’t necessarily relate to combat, players will create their main character and establish their backstory as being from Earth, Mars or the Belt (the asteroid belt between Mars and Jupiter). Player characters will face hostility due to their origins and other choices or consequences, but later in the game, they’ll be able to shift their allegiances as they choose — perhaps they’ll be born a Belter but slowly shift toward the ideology of Mars, Minshulin suggested, or choose to be a double agent. Ultimately, there will be a lot of paths and choices for players to pick their own experience, one defined by choices.

Adapting The Expanse after working on Warhammer 40K and other franchises

Owlcat Games is most known for its titles taking place in the universes of popular nerdy properties like Warhammer 40K and Pathfinder (a tabletop game similar to Dungeons & Dragons). Games like Warhammer 40K: Rogue Trader showed how Owlcat’s developers can bring a specific scenario and story to life in the world of an intellectual property through close involvement with those who hold the rights.

«Our previous games taught us how to communicate this approach, how to communicate our vision and our passion for this particular universe to an IP holder,» Mishulin said. 

Fans of The Expanse among the developers at Owlcat Games put together a pitch for an adaptation and approached Alcon Entertainment. The Expanse universe was a good fit for the studio’s type of storytelling, Mishulin said: grounded, gritty sci-fi with a lot of political power plays and webs of intrigue. More importantly for Owlcat, the universe has lots of opportunities to introduce player agency in choices, consequences and big decisions — which is pretty evident in the books and show. 

Owlcat started developing Osiris Reborn in 2021 and spent almost a year prototyping the game, as it switched from the Unity engine used for its previous games to Unreal Engine 5 to better suit its vision. While its prior games were isometric tactical games controlling multiple characters from above, Osiris Reborn positions the camera over the main character’s shoulder for a more intense experience that suits the shooter gameplay and cinematic approach. 

Owlcat’s game aims to preserve The Expanse’s realistic approach to science fiction, Minshulin said, including how it treats the lethal vacuum of space. 

«One big part of our Expanse experience is [conveying] that space is a very dangerous and unwelcoming place to be,» Minshulin said.

From decompression to navigating zero-G environments to the «click» of boots magnetizing on surfaces, players should see authentic visual and audio touches from the show and books. The one exception they’re making: gunshots will make sounds in space, but should respect the «feeling of the physics and how it should be» in their game, Minshulin said. The studio will have a similar approach to the physics phenomena of traveling in space or being on a space station, especially when it looks cool and immerses the player.

Regrettably, Minshulin couldn’t give me an example of one of these physics phenomena — because it would spoil content that’s going to be in the game’s hands-off demo Owlcat is showing off in August at this year’s Gamescom convention in Cologne, Germany. While Owlcat hasn’t yet set a release date for the game, fans of The Expanse will soon get to see more of what Owlcat has in store for what’s looking like the biggest adaptation of the sci-fi franchise so far.

Technologies

TMR vs. Hall Effect Controllers: Battle of the Magnetic Sensing Tech

The magic of magnets tucked into your joysticks can put an end to drift. But which technology is superior?

Competitive gamers look for every advantage they can get, and that drive has spawned some of the zaniest gaming peripherals under the sun. There are plenty of hardware components that actually offer meaningful edges when implemented properly. Hall effect and TMR (tunnel magnetoresistance or tunneling magnetoresistance) sensors are two such technologies. Hall effect sensors have found their way into a wide variety of devices, including keyboards and gaming controllers, including some of our favorites like the GameSir Super Nova. 

More recently, TMR sensors have started to appear in these devices as well. Is it a better technology for gaming? With multiple options vying for your lunch money, it’s worth understanding the differences to decide which is more worthy of living inside your next game controller or keyboard. 

How Hall effect joysticks work

We’ve previously broken down the difference between Hall effect tech and traditional potentiometers in controller joysticks, but here’s a quick rundown on how Hall effect sensors work. A Hall effect joystick moves a magnet over a sensor circuit, and the magnetic field affects the circuit’s voltage. The sensor in the circuit measures these voltage shifts and maps them to controller inputs. Element14 has a lovely visual explanation of this effect here.

The advantage this tech has over potentiometer-based joysticks used in controllers for decades is that the magnet and sensor don’t need to make physical contact. There’s no rubbing action to slowly wear away and degrade the sensor. So, in theory, Hall effect joysticks should remain accurate for the long haul. 

How TMR joysticks work

While TMR works differently, it’s a similar concept to Hall effect devices. When you move a TMR joystick, it moves a magnet in the vicinity of the sensor. So far, it’s the same, right? Except with TMR, this shifting magnetic field changes the resistance in the sensor instead of the voltage

There’s a useful demonstration of a sensor in action here. Just like Hall effect joysticks, TMR joysticks don’t rely on physical contact to register inputs and therefore won’t suffer the wear and drift that affects potentiometer-based joysticks. 

Which is better, Hall effect or TMR?

There’s no hard and fast answer to which technology is better. After all, the actual implementation of the technology and the hardware it’s built into can be just as important, if not more so. Both technologies can provide accurate sensing, and neither requires physical contact with the sensing chip, so both can be used for precise controls that won’t encounter stick drift. That said, there are some potential advantages to TMR. 

According to Coto Technology, who, in fairness, make TMR sensors, they can be more sensitive, allowing for either greater precision or the use of smaller magnets. Since the Hall effect is subtler, it relies on amplification and ultimately requires extra power. While power requirements vary from sensor to sensor, GameSir claims its TMR joysticks use about one-tenth the power of mainstream Hall effect joysticks. Cherry is another brand highlighting the lower power consumption of TMR sensors, albeit in the brand’s keyboard switches.

The greater precision is an opportunity for TMR joysticks to come out ahead, but that will depend more on the controller itself than the technology. Strange response curves, a big dead zone (which shouldn’t be needed), or low polling rates could prevent a perfectly good TMR sensor from beating a comparable Hall effect sensor in a better optimized controller. 

The power savings will likely be the advantage most of us really feel. While it won’t matter for wired controllers, power savings can go a long way for wireless ones. Take the Razer Wolverine V3 Pro, for instance, a Hall effect controller offering 20 hours of battery life from a 4.5-watt-hour battery with support for a 1,000Hz polling rate on a wireless connection. Razer also offers the Wolverine V3 Pro 8K PC, a near-identical controller with the same battery offering TMR sensors. They claim the TMR version can go for 36 hours on a charge, though that’s presumably before cranking it up to an 8,000Hz polling rate — something Razer possibly left off the Hall effect model because of power usage. 

The disadvantage of the TMR sensor would be its cost, but it appears that it’s negligible when factored into the entire price of a controller. Both versions of the aforementioned Razer controller are $199. Both 8BitDo and GameSir have managed to stick them into reasonably priced controllers like the 8BitDo Ultimate 2, GameSir G7 Pro and GameSir Cyclone 2.

So which wins?

It seems TMR joysticks have all the advantages of Hall effect joysticks and then some, bringing better power efficiency that can help in wireless applications. The one big downside might be price, but from what we’ve seen right now, that doesn’t seem to be much of an issue. You can even find both technologies in controllers that cost less than some potentiometer models, like the Xbox Elite Series 2 controller. 

Caveats to consider

For all the hype, neither Hall effect nor TMR joysticks are perfect. One of their key selling points is that they won’t experience stick drift, but there are still elements of the joystick that can wear down. The ring around the joystick can lose its smoothness. The stick material can wear down (ever tried to use a controller with the rubber worn off its joystick? It’s not pleasant). The linkages that hold the joystick upright and the springs that keep it stiff can loosen, degrade and fill with dust. All of these can impact the continued use of the joystick, even if the Hall effect or TMR sensor itself is in perfect operating order. 

So you might not get stick drift from a bad sensor, but you could get stick drift from a stick that simply doesn’t return to its original resting position. That’s when having a controller that’s serviceable or has swappable parts, like the PDP Victrix Pro BFG, could matter just as much as having one with Hall effect or TMR joysticks.  

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Technologies

Today’s NYT Connections: Sports Edition Hints and Answers for Feb. 18, #513

Here are hints and the answers for the NYT Connections: Sports Edition puzzle for Feb. 18, No. 513.

Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.


Today’s Connections: Sports Edition has a fun yellow category that might just start you singing. If you’re struggling with today’s puzzle but still want to solve it, read on for hints and the answers.

Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by The Times. It doesn’t appear in the NYT Games app, but it does in The Athletic’s own app. Or you can play it for free online.

Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta

Hints for today’s Connections: Sports Edition groups

Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: I don’t care if I never get back.

Green group hint: Get that gold medal.

Blue group hint: Hoops superstar.

Purple group hint: Not front, but…

Answers for today’s Connections: Sports Edition groups

Yellow group: Heard in «Take Me Out to the Ball Game.»

Green group: Olympic snowboarding events.

Blue group: Vince Carter, informally.

Purple group: ____ back.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections: Sports Edition answers?

The yellow words in today’s Connections

The theme is heard in «Take Me Out to the Ball Game.» The four answers are Cracker Jack, home team, old ball game and peanuts.

The green words in today’s Connections

The theme is Olympic snowboarding events. The four answers are big air, giant slalom, halfpipe and slopestyle.

The blue words in today’s Connections

The theme is Vince Carter, informally. The four answers are Air Canada, Half-Man, Half-Amazing, VC and Vinsanity.

The purple words in today’s Connections

The theme is ____ back. The four answers are diamond, drop, quarter and razor.

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Technologies

Today’s NYT Mini Crossword Answers for Wednesday, Feb. 18

Here are the answers for The New York Times Mini Crossword for Feb. 18.

Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.


Today’s Mini Crossword is a fun one, and it’s not terribly tough. It helps if you know a certain Olympian. Read on for all the answers. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.

If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.

Read more: Tips and Tricks for Solving The New York Times Mini Crossword

Let’s get to those Mini Crossword clues and answers.

Mini across clues and answers

1A clue: ___ Glenn, Olympic figure skater who’s a three-time U.S. national champion
Answer: AMBER

6A clue: Popcorn size that might come in a bucket
Answer: LARGE

7A clue: Lies and the Lying ___ Who Tell Them» (Al Franken book)
Answer: LIARS

8A clue: Close-up map
Answer: INSET

9A clue: Prepares a home for a new baby
Answer: NESTS

Mini down clues and answers

1D clue: Bold poker declaration
Answer: ALLIN

2D clue: Only U.S. state with a one-syllable name
Answer: MAINE

3D clue: Orchestra section with trumpets and horns
Answer: BRASS

4D clue: «Great» or «Snowy» wading bird
Answer: EGRET

5D clue: Some sheet music squiggles
Answer: RESTS

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