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GOG's Classic Final Fantasy Sale Includes Fan Faves And Underrated Gems

GOG's Classic Final Fantasy Sale Includes Fan Faves And Underrated Gems https://ift.tt/Us0PGVS If you’ve been meaning to revisit some of your favorite Final Fantasy games, GOG has a new sale you should check out. The online retailer is discounting several PC versions of some fan-favorite entries in the series by as much as 60%, and you can grab all five for $34. Not to mention, because they’re GOG releases, they’re DRM-free. See all deals at GOG The PlayStation Era Final Fantasy games are well represented in this sale, including the original version of Final Fantasy VII , for those who just want to fully sink into one of the best games ever made. Join Cloud, Tifa, Barrett, and the rest of the AVALANCHE crew as they try to stop Sephiroth from crashing out so hard that he summons the devil, who is also a rock from space. For an extra dose of nostalgia, hook up a CRT to your PC and play it the way we played it back in 1997. A less well-known entry that’s included in this sale is t...

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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