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Dune 3 May Be Coming Out In 2026, Next Monsterverse Movie Gets 2027 Release Date

Dune 3 May Be Coming Out In 2026, Next Monsterverse Movie Gets 2027 Release Date https://ift.tt/UZ6tOmM Although nothing has been officially confirmed, it's starting to look like Denis Villeneuve's Dune 3 may hit the big screen in December of 2026, and a new MonsterVerse movie is being slated for 2027. Thanks to a Deadline report , we know that Warner Bros and Legendary Entertainment are securing a December 2026 date for Villeneuve in hopes that it'll be for Dune 3. But it's worth mentioning that Villeneuve is still working on the script and locking in talent for the series' third installment. That being said, Villeneuve has previously said that Dune 3 would be his last film in the series. This isn't the only upcoming collaboration between the director and the film company; Villeneuve will also partner with Legendary Entertainment on Nuclear War: A Scenario, which is based on a book detailing what would happen if a nuclear war were to break out. Continue Read

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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