Accéder au contenu principal

Sélection

You Could Win A PS5 1TB Model For Just $1 And Get Some Cheap Steam Keys Too

You Could Win A PS5 1TB Model For Just $1 And Get Some Cheap Steam Keys Too https://ift.tt/9qigzI4 With the upcoming PlayStation 6 generation, the disc drive is becoming an archaic feature. Digital games are the future, in Sony’s eyes, and the idea of putting a disc into your console to play it isn’t worth the added cost. That sucks for preservation, but what doesn’t suck is getting a PS5 1TB model with the now-endangered disc drive for just $1 with Fanatical’s Mystery Vault Bundle. With the Fanatical Mystery Vault Bundle , you could potentially win a PS5 by simply spending a buck. It’s unlikely, of course, because you’d need to be very lucky–but you’re not losing out. Every key is a Steam game, meaning you’ll get plenty of additions to your backlog, and if you buy multiple, each title is cheaper. For example, you could get 25 keys for $17.49, making each one less than a dollar. Even if you don’t win a brand-new console, you could get indie games you fall in love with but wou...

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

Commentaires