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Super Smash Bros. Amiibo Figures Are Discounted At Target

Super Smash Bros. Amiibo Figures Are Discounted At Target https://ift.tt/PpvBrRG One of the coolest--and most affordable--Nintendo collectibles you can get right now is an Amiibo. These miniature figures capture the likeness of Nintendo's many recognizable characters from series like Super Mario, Kirby, and The Legend of Zelda. The most prolific of these Amiibo collections is the Super Smash Bros. line, which features dozens of characters based on their appearances in Super Smash Bros. Ultimate. Some of these figures can be hard to track down, but thanks to Target, you can save big on select Smash Bros. Amiibo for a limited time, including Mario , Pikachu , Samus , and many more. On average, you can save $5 - $10 per Amiibo figure, and each one is compatible with Super Smash Bros. and various other Switch and Switch 2 games, meaning you can scan in the characters to unlock bonus content, track battler stats, and more. Check out the full list of discounted Smash Bros. Amiibo below. ...

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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