Tag Archives: Creation

Vladimir Putin orders creation of Russian game consoles, Steam-like cloud delivery, and OS – TechSpot

  1. Vladimir Putin orders creation of Russian game consoles, Steam-like cloud delivery, and OS TechSpot
  2. Putin Wants Russia to Create Its Own Video Game Consoles PCMag
  3. Putin orders development of homegrown Steam Deck-like gaming machines — 100% self-sufficiency goal apparently applies to gaming, too Tom’s Hardware
  4. Russian Xbox, PlayStation rival console announced by Vladimir Putin GAMINGbible
  5. The timing of the creation of the Russian console has been named Ореанда-Новости

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Organigram Announces C$124.6 Million Investment from BAT and Creation of “Jupiter” Strategic Investment Pool – Business Wire

  1. Organigram Announces C$124.6 Million Investment from BAT and Creation of “Jupiter” Strategic Investment Pool Business Wire
  2. Organigram’s stock soars premarket as British American Tobacco invests C$124.6 million MarketWatch
  3. Organigram (NASDAQ:OGI) Surges on C$124.6M Investment – TipRanks.com TipRanks
  4. Organigram Announces C$124.6 Million Investment from BAT and Creation of “Jupiter” Strategic Investment Pool Yahoo Finance
  5. Organigram Announces C$124.6 Million Investment from BAT and Creation of “Jupiter” Strategic Investment Pool Financial Post
  6. View Full Coverage on Google News

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Nintendo’s Updated Guidelines For Tournaments & Content Creation Sparks Community Backlash – Nintendo Life

  1. Nintendo’s Updated Guidelines For Tournaments & Content Creation Sparks Community Backlash Nintendo Life
  2. Nintendo’s New Community Tournament Guidelines Worry Competitors CBR – Comic Book Resources
  3. Nintendo’s new tournament controller rules are ‘a huge step back for accessibility’, it’s claimed | VGC Video Games Chronicle
  4. Smash Bros Tournament Guidelines Updates – Harsh Resections Esports.net News
  5. Nintendo’s Updated Social Media Guidelines Put New Restrictions on Content Creators ComingSoon.net
  6. View Full Coverage on Google News

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Paul McCartney Releases Statement Clarifying Creation Of Forthcoming Beatles Song – Stereogum

  1. Paul McCartney Releases Statement Clarifying Creation Of Forthcoming Beatles Song Stereogum
  2. Paul McCartney Clarifies AI Use in ‘New’ Beatles Song: ‘Nothing Has Been Artificially Created’ AOL
  3. Paul McCartney sets the record straight on AI-‘extricated’ Lennon vocal in “last Beatles song”: “nothing has been artificially or synthetically created” MusicRadar
  4. Paul McCartney sets record straight on AI’s role in new Beatles song Entertainment Weekly News
  5. Paul McCartney On Upcoming AI-Assisted Beatles Record: “It’s All Real And We All Play On It” Deadline
  6. View Full Coverage on Google News

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Zelensky announces creation of Navy Corps in Ukraine – Ukrinform

  1. Zelensky announces creation of Navy Corps in Ukraine Ukrinform
  2. Ukraine’s Zelenskyy Visits Frontline to Congratulate Marines #shorts | VOA News Voice of America
  3. Ukraine’s Navy Commander: Marines should return to their permanent deployment point – Crimea Yahoo News
  4. Zelenskiy Visits Troops At The Front As Russia Launches ‘Terrorism’ Probe Over Border Incidents Radio Free Europe / Radio Liberty
  5. Ukraine war latest: ‘Homegrown attack’ took Russia by ‘surprise’; Belarus ‘helped Putin deport Ukrainian children’ Sky News
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Ed Sheeran Trial Goes Into Deliberations After Judge Tells Jury: ‘Independent Creation Is a Complete Defense’ – Variety

  1. Ed Sheeran Trial Goes Into Deliberations After Judge Tells Jury: ‘Independent Creation Is a Complete Defense’ Variety
  2. Opinion | Today’s Opinions: In (grudging) defense of Ed Sheeran The Washington Post
  3. Jury briefly deliberates in Ed Sheeran copyright infringement case before ending for the day CNN
  4. Ed Sheeran trial update: What’s the latest? Is there a verdict? Deseret News
  5. Ed Sheeran copyright trial closings focus on performance of ‘Thinking Out Loud’ that segued to Marvin Gaye hit ‘Let’s Get It On’ New York Daily News
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Forspoken interview with Takeshi Aramaki, Takefumi Terada, and Raio Mitsuno – concept, creation, magic-driven gameplay, and more

Last week, Gematsu” href=”https://www.gematsu.com/companies/gematsu”>Gematsu had the opportunity to sit down with Forspoken [21 articles]” href=”https://www.gematsu.com/games/forspoken”>Forspoken director Takeshi Aramaki, co-director Takefumi Terada, and creative producer Raio Mitsuno to discuss the open-world Action RPG [527 articles]” href=”https://www.gematsu.com/genres/rpg/action-rpg”>action RPG‘s concept and creation, magic-driven gameplay, and more.

Get the full interview below.

Forspoken is your next major project following Final Fantasy [44 articles]” href=”https://www.gematsu.com/series/final-fantasy”>Final Fantasy XV. What has the process been like, shifting from a mainline Final Fantasy game to a new IP?

Takeshi Aramaki, Luminous Productions [26 articles]” href=”https://www.gematsu.com/companies/square-enix/luminous-productions”>Luminous Productions Head of Studio and Co-Director: “Coming out of Final Fantasy XV, we really wanted to develop a new game—a new IP essentially. With Final Fantasy XV, we felt like we were able to do a lot of world building, and we felt like we did a pretty swell job in the sense of developing an RPG [14,721 articles]” href=”https://www.gematsu.com/genres/rpg”>RPG. But alternatively, there were still some challenges that remained on the scenario front. And so with our latest title, pairing up with western scenario writers like Gary Witta and Amy Hennig, and garnering their helping hands, so to speak, we felt like we would be able to create quite an amazing game that we really, truly love. So that’s where it all kind of started.”

Why did you decide to go that route rather than develop the story in-house?

Raio Mitsuno, Creative Producer: “It’s not every day we get an opportunity to create a new IP at this scale, so we wanted to really take advantage of that and deliver a game experience to as many players worldwide—as much as possible. We wanted to make sure that we maximize our efforts in every aspect. So instead of just limiting to our own idea and kind of creating a story within ourselves, we thought we would reach out to some amazing creative minds to help put something together that is bigger than the sum of its part, so to speak. So we have our development expertise and experience paired with amazing storytelling from the west and trying to come up with something that we wouldn’t be able to do on our own. And that’s kind of really the thinking behind wanting to do this kind of collaborative effort.”

To that end, can you talk about why you decided to incorporate the likenesses of real actors rather than custom character designs?

Mitsuno: “Part of the reason why we want to base our characters off of real actors and models is to really just bring an authentic experience to each character. I know for a lot of our other games, we just designed the original characters, and it’s kind of always acting alongside of it, but we really wanted to bring each character to life in the most authentic way possible. And the way we started with that—for example, for Frey, when we designed her, when we came up with her, we started from the inside out. We started with thinking about her personality, what is her character like? Does she like dogs or is she a cat person? Like, you know, just thinking of every single trait that defines Frey. And then we went to the casting process, and we came across Ella Balinska, who just was a perfect match in terms of conveying the dynamic character that Frey is—with how strong her determination is, the sense of humor that we want a Frey to have. But also a soft, kind of vulnerable side to her as well. So she’s a very multidimensional character, and we found an actor that can portray that. And then we said, hey, let’s model the character after Ella as well, just so we can really bring that experience as authentically as possible. So that was the process that started everything, and for every other character we thought the same way as well.”

Can you talk more about how the concept of Forspoken came about? Before the game’s announcement, I recall hearing whispers of the game being built off the Agni’s Philosophy tech demo Square Enix [5,067 articles]” href=”https://www.gematsu.com/companies/square-enix”>Square Enix showcased some years back. Is there any truth to that?

Aramaki:Agni’s Philosophy was actually revealed as a tech demo for Final Fantasy. So in that sense it’s unrelated to Forspoken. It is true that we wanted to create an experience that was based on magic, where magic was actually the concept. And so there are likenesses or similarities on that front. However, Agni’s Philosophy as a world stands on its own, and for Forspoken we really built the world and lore off of our discussions with Gary and Amy. So it is a completely different undertaking.”

Magic is the life and soul of Forspoken. Frey comes to an unknown world where she is gifted with supernatural abilities. One thing you’re really emphasizing here is magic through parkour. What made parkour of all things into such a key element?

Takefumi Terada, Co-Director: “Magic parkour is definitely a key element. As far as how we arrived at magic parkour, we initially started off with the plain old parkour that you see in our world—essentially something that’s humanly possible. And so we researched and built out parkour Action [815 articles]” href=”https://www.gematsu.com/genres/action”>action based on what’s humanly possible first and foremost. And then by adding a magic element to it, we really felt like it would help expand and enhance what could potentially be possible, namely the high-speed fast-paced traversal, as well as being able to jump higher and so forth. It really allows for that range. And so that’s where we really strove to develop—that’s the flow in which we arrived at magic parkour.”

Other than parkour and fast travel, are there any other methods of traversal in Forspoken?

Terada: “As you mentioned, fast travel will be a method of travel in the game. But as far as other methods of travel, everything we have is focused around the parkour action. So basically when you start off in the game, initially you start off with, for lack of a better term, low level parkour skills that are humanly possible. But as you progress through the game, you will start to get additional parkour action of the magic-enhanced variety. And so step by step, you’ll be able to utilize even greater parkour skills throughout the game. And so it is really an experience to fully enjoy the parkour action.”

While we’re on the subject of magic, can we talk about combat? In a recent PlayStation [41,655 articles]” href=”https://www.gematsu.com/platforms/playstation”>PlayStation Blog post, you mentioned really wanting to get the visual representation of magic down just right. What was the process behind defining and developing Frey’s magic?

Terada: “Let me start by explaining how we went about with the game design for magic and how that was all crafted. So given the fact that this is an action-based game, and we have 100 types of cells at the player’s disposal, we started off by really placing importance on the distance between the player and enemy. And so earlier on in the game, you will start off with more mid-ranged spells. And then as you progress to the game, you start to gain different types of spells—notably near-range, close-range, fire-based spells, as well as shorter boosts, like distance dashes. And then as you progress even further into the game, you’ll get a hold of more long-ranged magic. For example, you may be able to attack as you hide or otherwise. And so there is quite a variety of magic incorporated within this game, and we really want to cater to the player’ own play style so that they have the right to choose how they play.

“And so we really wanted to, again, cater to various different play styles. So after we had that overarching idea, we went in and looked at each and every magic spell available and decided on what kind of qualities that each magic will have. So, for example, there may be certain ones where you would set traps in order to defeat enemies, or there might be mine-like magic that you set that would automatically defeat enemies, or so forth. And so those individual characteristics of each magic were locked up by the planners, and thereafter the artists went in to design how that would visually look, as far as the visual effects go.”

Being a new IP, were there ever times during development that you looked at certain magic abilities and thought, “No, that’s too Final Fantasy,” or, “No, that’s too similar to Dragon Quest [46 articles]” href=”https://www.gematsu.com/series/dragon-quest”>Dragon Quest“?

Terada: “Yeah, so as you mentioned, given the fact that Forspoken is a new IP, we originally set out with the concept of creating a new IP that is neither Final Fantasy or Dragon Quest, and so it true that we were conscious of not being too comparable to other Square Enix games. So we really strove for originality and intuitiveness, and we hope that comes through in the magic we’re presenting in the game.”

I had the opportunity to play the Tokyo Game Show 2022 demo of Forspoken a couple of months back and Frey had an impressive number of skills at her disposal. How many different skills and variations can players expect in the full game?

Terada: “We really wanted the main focus of this game to be magic and magic-based enjoyment throughout its gameplay and battles. And so as far as physical weapons go, you will not encounter any in this game. You’ll basically utilize magic to your heart’s content in order to really enjoy the battles and the defeat monsters and so forth. That’s really the crux of this experience.”

I think one of the biggest concerns when it comes to Open-World [151 articles]” href=”https://www.gematsu.com/genres/open-world”>open-world games is that it will be riddled with cumbersome fetch quests or errands. How is this being handled for Forspoken?

Terada: “When looking at side quests specifically, within the world of Athia, there is a last bastion of humanity essentially called Cipal, where the survivors of humanity have gathered. So for side quests, it’s really about the human interactions with these NPCs, learning about their struggles and so forth. This is what most of the side quests are focused around—really getting an understanding for the people—the survivors.

“As far as detours or side content that is available throughout the open world, there are aspects where you can explore and enhance your magic, and there will be various bosses and dungeons that you’ll be able to take on and challenge. There’s also an aspect where you’ll be able to engage with these cute creatures. And then also there are archives where you’ll find remnants and records of life that once was in the open world, which will help you gain further understanding and depth into the history of Athia. And so those are the types of side content available outside of Cipal in the open world.”

Mitsuno: “Just for some additional context, you said you played the Tokyo Game Show demo in October. So that was a specially crafted gameplay demo just to give a feel for the mechanics of parkour and magic. So that was specifically kind of fetch quest-like in terms of the makeup, like, do these five objectives and then you get to fight a boss. So the full game isn’t actually designed like that, that was just specifically created for that demo experience.”

Sony Interactive Entertainment [4,620 articles]” href=”https://www.gematsu.com/companies/sony-interactive-entertainment”>Sony Interactive Entertainment has been a very open supporter of Forspoken, even locking down a minimum two years of console exclusivity. Can you talk a bit about how that partnership came about?

Aramaki: “In developing and creating a new IP, we really set out to create a gaming experience that was catered to PlayStation, kind of drawing on their high speed SSD as well as haptic feedback and adaptive triggers. We built our game design to cater to those features. And so Sony has been kindly supporting us on the promotion front in those terms.”

Looks like our time is about up. Is there anything else you would like to say to fans before we sign off?

Terada:Forspoken is the debut title from Luminous Productions. We’re sure and confident we will be able to deliver to everyone’s expectations. So we hope that you will look forward to it and enjoy the game. Persona [10 articles]” href=”https://www.gematsu.com/series/persona”>Personally speaking, I put a lot of energy and a lot of effort into the open world’s magic parkour and combat. So we really hope that you’ll be able to enjoy traversing the vast and sprawling lands of Athia.”

Mitsuno: “And just to add to that a little bit. To go alongside the awesome gameplay that we have in Forspoken, is an incredible narrative that follows Frey’s journey through Athia, so that is something that we are very proud of as well, especially the tech that we’ve created. It’s something that we know players enjoy. Obviously, because the story is so important, we haven’t revealed too much about it. But rest assured, along with the gameplay, there’s going to be a very captivating story for players.”

Thank you so much for your time today everyone!

Forspoken is due out for PS5 [3,934 articles]” href=”https://www.gematsu.com/platforms/playstation/ps5″>PlayStation 5 and PC [16,526 articles]” href=”https://www.gematsu.com/platforms/pc”>PC via Steam, Epic Games Store, and Microsoft Store on January 24, 2023. A demo is available now for PlayStation 5.

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James Webb Telescope unveils a new view of the Pillars of Creation

Almost 30 years ago the Pillars of Creation stunned the astronomy world when they were captured by NASA’s famed Hubble Space Telescope.

Now a new generation can enjoy a fresh view of the haunting scene after the US space agency’s $10 billion (£7.4 billion) super space telescope James Webb imaged the same finger-like tendrils of gas and dust.

Resembling a ghostly hand, the Pillars of Creation are part of the Eagle Nebula – which is 6,500 light-years away from Earth – and are known for being a source of star formation.

This week NASA and the European Space Agency revealed another look at the pillars from the sharp eyes of Webb. 

Beautiful: Almost 30 years ago the Pillars of Creation stunned the astronomy world when they were captured by NASA’s famed Hubble Space Telescope. Now a new generation can enjoy a fresh view of the haunting scene after the US space agency’s $10 billion (£7.4 billion) super space telescope James Webb imaged the same finger-like tendrils of gas and dust (pictured)

The first image of the Pillars of Creation was taken by Hubble in 1995. It provided the first evidence that stars could be birthed within the pillars

WHAT ARE THE PILLARS OF CREATION?

They are one of the most iconic space features ever to have been caught on camera.

The Pillars of Creation were first snapped by NASA’s Hubble telescope back in 1995, then re-imaged in 2014.

Now, nearly 30 years on from our first view of the haunting formation, it has been imaged again by NASA’s new super space telescope James Webb.

The Pillars of Creation, which are located 6,500 light-years away from Earth in the constellation Serpens, are part of the Eagle Nebula. 

They are known for being an important source of star formation.

Gas and dust in the claw-like tendrils lead to the birth of stars, including many that are very young and some that have now been imaged that are just a few 100,000 years old.

In Hubble’s 1995 image, the blue colours represent oxygen, red is sulfur, and green both nitrogen and hydrogen. 

The pillars are bathed in the scorching ultraviolet light from a cluster of young stars located just outside the frame. 

The winds from these stars are slowly eroding the towers of gas and dust. 

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The latest image was taken in mid-infrared light, which blocks out the brightness of stars so it only captures the flowing gas and dust. This provided a new way of experiencing and understanding the stunning formation.

Webb has instruments that see in different wavelengths of infrared. 

In October, experts released a Pillars of Creation image from the Near-Infrared Camera (NIRCam), before following that up with an image from its Mid-Infrared Instrument (MIRI).

They have now put the images together to produce a haunting image that features the best of both views, showcasing glowing edges of dust where young stars are beginning to form. 

NIRCam reveals newly-formed stars in orange outside the pillars, while MRI showcases the layers of dust in the formation. 

‘This is one of the reasons why the region is overflowing with stars – dust is a major ingredient of star formation,’ NASA said. 

The glowing red fingertip on the second pillar suggests active star formation, but the stars are just babies – NASA estimates them to be only a few 100,000 years old. 

They take millions of years to fully form. 

‘By combining images of the iconic Pillars of Creation from two cameras aboard NASA’s James Webb Space Telescope, the universe has been framed in its infrared glory,’ the Webb team wrote.

They said it ‘set this star-forming region ablaze with new details’.

When knots of gas and dust with sufficient mass form in the pillars, they begin to collapse under their own gravitational attraction, slowly heat up, and eventually form new stars. 

‘Newly-formed stars are especially apparent at the edges of the top two pillars – they are practically bursting onto the scene,’ the Webb team said.

‘Almost everything you see in this scene is local. 

‘The distant universe is largely blocked from our view both by the interstellar medium, which is made up of sparse gas and dust located between the stars, and a thick dust lane in our Milky Way galaxy. 

‘As a result, the stars take centre stage in Webb’s view of the Pillars of Creation.’

The Pillars of Creation are located in the constellation Serpens. 

New super space telescope: Webb (pictured) has instruments that see in different wavelengths of infrared 

In October, experts released a Pillars of Creation image from the Near-Infrared Camera (NIRCam)

They then followed that up with an image from its Mid-Infrared Instrument (MIRI) 

This contains a young hot star cluster, NGC6611, visible with modest back-garden telescopes, that is sculpting and illuminating the surrounding gas and dust, resulting in a huge hollowed-out cavity and pillars, each several light-years long.

The Hubble image from 1995 hinted at new stars being born within the pillars. Owing to obscuring dust, Hubble’s visible light picture was unable to see inside and prove that young stars were forming.

NASA then sent Hubble back for a second visit, allowing them to compare the two shots.

Astronomers noticed changes in a jet-like feature shooting away from one of the newborn stars within the pillars.

The jet grew 60 billion miles longer in the time between observations, suggesting material in the jet was traveling at a speed of about 450,000 miles per hour.

The James Webb Telescope: NASA’s $10 billion telescope is designed to detect light from the earliest stars and galaxies

The James Webb telescope has been described as a ‘time machine’ that could help unravel the secrets of our universe.

The telescope will be used to look back to the first galaxies born in the early universe more than 13.5 billion years ago, and observe the sources of stars, exoplanets, and even the moons and planets of our solar system.

The vast telescope, which has already cost more than $7 billion (£5 billion), is considered a successor to the orbiting Hubble Space Telescope

The James Webb Telescope and most of its instruments have an operating temperature of roughly 40 Kelvin – about minus 387 Fahrenheit (minus 233 Celsius).

It is the world’s biggest and most powerful orbital space telescope, capable of peering back 100-200 million years after the Big Bang.

The orbiting infrared observatory is designed to be about 100 times more powerful than its predecessor, the Hubble Space Telescope.

NASA likes to think of James Webb as a successor to Hubble rather than a replacement, as the two will work in tandem for a while. 

The Hubble telescope was launched on April 24, 1990, via the space shuttle Discovery from Kennedy Space Centre in Florida.

It circles the Earth at a speed of about 17,000mph (27,300kph) in low Earth orbit at about 340 miles in altitude. 

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NASA Webb Telescope Unveils Soul-Haunting New ‘Pillars of Creation’ View

Few things encapsulate the wonders of space like the epic Pillars of Creation, a set of gorgeous finger-like tendrils of gas and dust where stars are formed. On Wednesday, NASA and the European Space Agency revealed another fresh look at the pillars from the sharp eyes of the James Webb Space Telescope.

Enlarge for the full glory. A new composite image shows a combined view of the Pillars of Creation as seen by the James Webb Space Telescope’s NIRCam and MIRI instruments in infrared.


NASA/ESA/CSA/STScI/Joseph DePasquale/Alyssa Pagan/Anton M. Koekemoer

The pillars are a small but scenic part of the Eagle Nebula. They rose to prominence thanks to an eye-catching view captured by the Hubble Space Telescope in 1995. Webb’s ability to see with its infrared eyes has given us a new way of experiencing and understanding the haunting formation.

JWST has instruments that see in different wavelengths of infrared. The telescope team previously released a Pillars of Creation view from the Near-Infrared Camera (NIRCam) in October and then followed that up with an image from its Mid-Infrared Instrument (MIRI). Putting the two together gives us the best of both worlds.

NIRCam’s contribution highlights newly formed stars that appear in orange outside the pillars. MIRI puts a spotlight on layers of dust seen in the gauzy orange V-shaped formation near the top of the image. The ghostly pillars are also packed with dust. “This is one of the reasons why the region is overflowing with stars — dust is a major ingredient of star formation,” NASA said.

The glowing red fingertip on the second pillar is an indication of active star formation embedded within. Those stars are just babies, with NASA estimating them to be only a few hundred thousand years old. They have millions of years of formation ahead of them.

Webb is the shiny new kid on the space telescope block, though it’s seen as a complement to Hubble rather than a replacement. This means that instead of having one iconic view of the Pillars of Creation, we now have several, each one glorious in its own way.

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NASA’s Webb Telescope Snaps Super Eerie Image of ‘Pillars of Creation’

New images from NASA’s next-generation James Webb Space Telescope present views of the cosmos so clear and crisp, it’s spooky. For Halloween, the space agency turned up the (mid infra-)red in a picture of the spectacular “Pillars of Creation” to give this remarkable star-forming region a darker, dustier tone. 

The Pillars of Creation — located within the sprawling Eagle Nebula some 6,500 light-years away — first achieved astronomical fame when the Hubble Space Telescope observed it in 1995. 

Then, it was brought back into the limelight as the ‘scope revisited it in 2014, and last week, Hubble’s successor Webb provided highly sharp, detailed views of the pillars, managing to peer through more of the area’s obscuring dust than was previously possible. That image was produced by the machine’s Near-Infrared instrument. However, as it turns out, Webb is also equipped to let the dust and gas themselves shine in their own ethereal way. 

Switching to Webb’s Mid-Infrared Instrument, or MIRI, provided the creepy observation of the iconic pillars we see above.

Viewing the scene in the mid-infrared brings out the dust that cloaks light from numerous stars shining through, sparkles more easily observed on other parts of the spectrum and highlighted in Webb’s seminal image of the landscape, according to NASA. 

The effect lends the whole scene a more ghostly feel, like a great shadowy hand reaching across the universe. The crimson hues highlighted by MIRI are enough to make you wonder if we’re actually looking at the heavens or some place a little more … hellish. 

That red region near the top is where the dust is most cool and diffuse, and just like a storm cloud on Earth, the darkest grays in the pillars (or fingers) indicate the most dense clouds of dust. 

Besides being creepy cosmic eye candy, this new view also provides more detailed data that will allow astronomers to construct more complete 3D models of this turbulent region where entire solar systems get their start. 

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