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Super Mario Galaxy Movie Nearing $750 Million Globally, And It's Not Even Out In Japan Yet

Super Mario Galaxy Movie Nearing $750 Million Globally, And It's Not Even Out In Japan Yet https://ift.tt/YL2mazB Big business. 2026 kicked off with the next big video game movie--The Super Mario Galaxy Movie, and it's already the No. 3 highest-grossing video game film of all time. It's surpassed an astonishing $700 million+ worldwide after a few weeks. That makes it Hollywood's highest-grossing movie of 2026 so far, and on a path toward $1 billion. It was not the first video game adaptation from Hollywood and won't be the last. But where does A Minecraft Movie rank all-time against biggest video game movies? In this gallery, we're rounding up the highest-grossing video game films of all time, breaking down box office results by domestic, international, and worldwide figures. The top 16 list is made up of massive franchises like Pokemon, Tomb Raider, Angry Birds, and Sonic, just to name a few. Looking ahead, there are a boatload of new video game films in th...

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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