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Skin Deep Is 2025's Best Cat Game

Skin Deep Is 2025's Best Cat Game https://ift.tt/CIcwynG My favorite moment in Skin Deep, an immersive sim and stealth game about rescuing cats and fighting your evil clone in deep space, was always the one immediately after a thoroughly developed plan inevitably went sideways. The skittish way that I was forced to sprint and crawl under a table or into a vent. The manner in which my strategy devolved into simply batting things off of shelves in order to incapacitate a roaming guard or noisily distract them from looking in my direction. The way that I leapt onto a guard's back, dug my claws in, and careened them into surfaces in order to knock them out. If you were to close your eyes, I'd argue you could almost hear that distinctive, feline yowl mid-action. In short, I think Skin Deep best captures the experience of being a cat, even if Nina Pasadena, the game's protagonist, is decidedly not one. And for this tremendous feat, I am rewarding it with the honor of being t...

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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