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Marvel’s Wolverine Is Holding Its Own Against PlayStation’s Live-Service Giants

Marvel’s Wolverine Is Holding Its Own Against PlayStation’s Live-Service Giants https://ift.tt/qUmfW6I Marvel's Wolverine might not be a critical hit, but it's doing surprisingly well commercially. The new superhero adventure from Insomniac Games faced stiff opposition from new releases and established live-service titles at launch, but according to the analytics firm Circana and its engagement tracker, Marvel's Wolverine broke a live-service stranglehold on the PlayStation charts. For the week ending September 19, Marvel's Wolverine ranked seventh on Circana's Top 10 Titles by weekly active users in the US chart. Sandwiched between Marvel Rivals (sixth place) and Minecraft (eighth place), that's a good start for the game, which is the only single-player title in the top 10--although Minecraft players might disagree. "The average US Marvel's Wolverine player engaged with the title for 14.2 hours during the week, according to Circana's Player E...

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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