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Assassin's Creed TV Show: Here's Who Will Star In And Direct

Assassin's Creed TV Show: Here's Who Will Star In And Direct https://ift.tt/SXDOxmJ Netflix and Ubisoft are making an Assassin's Creed TV series, and the cast is coming together ahead of the start of production in 2026. The director for the series has also been announced. So far, nine cast members for the Assassin's Creed TV show have been confirmed, but as of yet, no roles have been announced. For now, here's who we know will appear on the show: Toby Wallace Zachary Hart Lola Petticrew Laura Marcus Tanzyn Crawford Noomi Rapace Ramzy Bedia Sean Harris Corrado Invernizzi Wallace is known for his roles in the movies The Bikeriders and Babyteeth, while Hart is perhaps best known for the Apple TV show Slow Horses. Petticrew, meanwhile, starred on the TV series Say Nothing. Marcus previously appeared in Death by Lightning and will be in this year's year's Hunger Games movie, Sunrise on the Reaping. Crawford is in the new Game of Thrones TV show A Kni...

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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