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Show Off Your Love For Resident Evil Requiem With These Official Displate Posters

Show Off Your Love For Resident Evil Requiem With These Official Displate Posters https://ift.tt/QgOX0Hy Resident Evil Requiem Displate Collection Shop official metal posters based on the new game See at Displate Resident Evil Requiem fans can now decorate their walls with official art from the game thanks to a new, official collaboration between Capcom and metal poster retailer Displate. The Resident Evil Requiem Displate Collection includes six different metal posters featuring art from the game. Even better, you can save up to 30% off each print when you use code EASTER at checkout. The discount amount varies depending on how many posters you purchase, starting at 20% off one poster, 25% off two posters, and 30% off three or more posters in a single order. The promotion is available until April 7. Each Resident Evil Requiem Displate is printed on sheets of stainless steel. Options start at $40 (was $50) for 17.7-inch-tall, 12.6-inch-wide prints, though a larger 26.6 ...

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

Continue Reading at GameSpot

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