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DualSense Controllers Are Discounted For A Limited Time At Target

DualSense Controllers Are Discounted For A Limited Time At Target https://ift.tt/BTaUoxg First-party controllers are quite pricey these days, but Target has a limited-time sale on the PlayStation 5 DualSense wireless controller for a limited time. Numerous color options are on sale at steep discounts compared to thier normal $80 price tags. The Gray Camo colorway is the best of all the deals, marked down to just $55, while the Chroma Indigo , Chroma Pearl , Sterling Silver , and Cobalt Blue are all $60. See all deals at Target The Gray Camo colorway is the best of all the deals, marked down a bit lower than those at $55. In some cases, you may need to add the controller to your cart to see the final discount price. In all cases, since orders over $35 ship free, you won't need to pay for shipping. While these deals are available online, some local stores have these in stock, too, so you can go by and grab one if you're lucky to be by one of those locations. ...

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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