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The Biggest New Game Releases Of February 2026

The Biggest New Game Releases Of February 2026 https://ift.tt/KaAZGpn It might be the month of love, but February is also the month where the video game industry shakes off any festive-season cobwebs and shifts into gear. February 2026 looks like an exciting month full of new releases, sequels, and remakes across PC and console, so if you're looking to revisit fantasy worlds from yesteryear or unleash a horde of genetically modified kitties, you're spoilt for choice here. We've gathered up everything that you can look forward to this month, and for a broader look at what's to come, you can also check out GameSpot's 2026 upcoming games calendar . Unemployment Simulator 2018 Release date: February 3 Platforms: PC In a month that includes Resident Evil Requiem, Unemployment Simulator 2018 might be the most horrifying release around, thanks to its "too real" vibes. Trapped in a single-bedroom apartment located in an undisclosed Nordic welfare state, ...

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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