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This Month's Build Your Own Fanatical Favorites Bundle Has 20 Games From All Different Genres to Pick From

This Month's Build Your Own Fanatical Favorites Bundle Has 20 Games From All Different Genres to Pick From https://ift.tt/ZAbfCqP Fanatical has offered its fair share of great game bundles over the years, spanning pretty much every genre you can think of. The BundleFest 2026 edition of the Build Your Own Fanatical Favorites Bundle features 20 great games from some of Fanatical's previous bundle deals. Like other bundles, you decide from a curated list of games and decide how many you want. The more games you pick, the more you'll save. This time around, the bundle savings start at 2 games for $7, or $3.50 per game. If you want 3 or more games, it's $3.33 per. Then for 5+ games, you'll get them all for just $3. If you want everything this bundle, it'll run you $54, saving you a whopping 88% off the bundle's $466 value. See at Fanatical It doesn't come up very often, but Fanatical bundles are Steam keys with limited stock. With this bundle, two games ar...

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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