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GTA 6 Early Access Is Not Real, But The Scam Sites Are

GTA 6 Early Access Is Not Real, But The Scam Sites Are https://ift.tt/hIWp4LY With GTA 6 only a few months away and shaping up to be the biggest entertainment launch of the year, scam websites aren't wasting any time attempting to fleece people of their cash. Building on the game's hype and the eagerness of some people to play it early, some sites are offering "VIP" access to GTA 6 ahead of launch, all for the low price of several hundred dollars. The only part of GTA 6 that will be available early is the option to preload it, which might account for some of the confusion around its launch time. This is a scam, as Rockstar Games has no early access promotion for GTA 6 in place. Unlike games such as Control Resonant or Gears of War: E-Day , neither of GTA 6's editions offers such an option to play early, and any site offering such a deal is looking to pull a fast one. The biggest red flag with these sites, which dress themselves up in the same neon-soaked ae...

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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