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22 Best Space Games To Blast Off With In 2026

22 Best Space Games To Blast Off With In 2026 https://ift.tt/lEOuYds Starting with Spacewar! all the way back in 1962, space has been a hugely popular theme for video games. While early titles like Computer Space and Space Invaders focused largely on combat, in 2026 the variety of space games feels just as endless as the expanse of space itself. Whether you want to explore the galaxy and make friends with alien races or engage in all-out spaceship battles and tense space station heists, there’s a game out there for you to discover. We’ve narrowed down some of the best space games to tickle your sci-fi fancy, with 22 titles that showcase the true variety available–from first-person-shooters to strategy games, hyper-realistic simulators to retro classics. While many of these games have planet-side gameplay, we’ve focused on games where you spend a lot of time in space itself–whether that’s flying a ship, navigating space stations, or even spacewalks that take you into the vacuum of sp...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

Continue Reading at GameSpot

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