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GTA 6 Will Be Available On As A Physical Release On Day One, Take-Two Confirms

GTA 6 Will Be Available On As A Physical Release On Day One, Take-Two Confirms https://ift.tt/M5eNOgH Grand Theft Auto VI is coming this year after a long wait, and as it gets closer, rumors have begun to pop up about its launch. One rumor that has gained considerable traction is that the game would launch as a digital-only title , with a physical release coming at some point after release. The logic behind the rumor was that a physical release of the game could lead to early leaks ahead of the game's launch, and that publisher Take-Two might be willing to go to great lengths to avoid this. As it turns out, though, this is not the plan. Talking to Variety following an earnings call, Take-Two Interactive CEO Strauss Zelnick has confirmed that the publisher does not intend to delay the game's physical release. When asked directly about the rumor that the game will not be available physically on launch day to avoid potential leaks, Zelnick gave a straightforward response: ...

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."

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