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MicroSD Express Cards For Nintendo Switch 2 - Here Are Your Options

MicroSD Express Cards For Nintendo Switch 2 - Here Are Your Options https://ift.tt/bw1czLA The Nintendo Switch 2 offers a fairly massive upgrade when it comes to raw storage space. The 256GB onboard SSD is four times larger than the Switch OLED (64GB) and eight times the size of the original Switch and Switch Lite (32GB). That said, the Switch 2's performance upgrades will inevitably lead to bigger file sizes for upcoming games , which could compel you to expand your console's storage capacity. Just like its predecessor, the Nintendo Switch 2 has a microSD card slot. But while the Switch worked with basically every microSD card sold in stores, the Switch 2 is only compatible with a very specific type of storage: microSD Express cards . See all microSD Express Cards at Amazon The Express format is a recent advancement in the semiconductor industry that hasn't been widely adopted by manufacturers yet. The Nintendo Switch 2 will certainly increase its adoption rate by both ...

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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