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PS6 Release Date And Price Are Still Up In The Air, Sony Says

PS6 Release Date And Price Are Still Up In The Air, Sony Says https://ift.tt/h4dIM8R In its latest financial results, Sony revealed that it has yet to determine pricing or a launch date for the PlayStation 6 . While the console hasn't been officially unveiled yet, Sony did mention that it is increasing investment in its "next-generation platform" while also working out how to deal with the global component shortage crisis driven by various global factors currently. Responding to questions, Sony president and CEO Hiroki Totoki explained that the rising costs for vital components like RAM would have an impact on its PS6 plans. "We have not yet decided on at what timing we will launch the new console, or at what prices," Totoki said during the call. "We would like to really observe and follow the situation. Looking at the current circumstances, the memory price is also expected to be very high in the Financial Year 2027, because there will still be a shortag...

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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