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New Criterion Collection 4K Remaster Of Kubrick's Barry Lyndon Is 50% Off, Releases July 8

New Criterion Collection 4K Remaster Of Kubrick's Barry Lyndon Is 50% Off, Releases July 8 https://ift.tt/bMfUg6N Barry Lyndon: The Criterion Collection (4K Blu-ray) $25 (was $50) | Releases July 8 See at Amazon Stanley Kubrick fans can save big on Criterion's 4K UHD remaster of Barry Lyndon , one of the iconic director's best films, ahead of Prime Day 2025 . The 4K restoration of the historical drama doesn't release until this Tuesday, July 8 , but a limited-time deal at Amazon drops the price from $50 to $25. Barry Lyndon is one of many Criterion Collection 4K Blu-rays featured in the ongoing 50% off movie sale . While the annual sale often includes new and recently released films, preorders aren't always eligible for the discount. Unsurprisingly, Barry Lyndon has vaulted up Amazon's bestseller charts. At the time of writing, the retailer estimates orders placed now won't arrive until July 22. With a two-week wait time and the current orde...

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."

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