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The 38 Best Survival Games To Play In 2026

The 38 Best Survival Games To Play In 2026 https://ift.tt/AI47ePN Survival games aren't all created equal, and determining the best ones is no easy feat, as community consensus can vary wildly. But there's no denying that the genre has become one of the most popular in the gaming industry, with several high-profile releases every year garnering millions of players. When it comes to classifying a game as a "survival" experience, you're primarily looking for it to have elements that make gameplay out of the idea of keeping yourself alive, such as a health, hunger, or thirst meter you need to keep replenishing, and requirements of clothing yourself and building a shelter so you don't succumb to the elements. There are usually objectives you'll pursue, but there isn't always a dedicated story or plot. Some of the best survival games just have a set of goals to get you started, with the rest of the experience being an open sandbox. However, some games ma...

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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