Accéder au contenu principal

Sélection

Overwatch Players Want The New Hero's Ultimate To Be Nerfed

Overwatch Players Want The New Hero's Ultimate To Be Nerfed https://ift.tt/RNl3Pge With the launch of Overwatch Season 2, Sierra has entered the game as the title's 51st character. But if the early reaction to Sierra's introduction is any indication, she may need to be nerfed soon because her ultimate attack can cause massive amounts of damage to opposing players. When Sierra has 1800 points, her ultimate can fire a drone that drops 23 bombs, each dealing 180 damage. The bombs' impact can be felt up to three meters away, and there's not much players with slower characters can do to avoid being caught in the lethal aftermath. "I love the drone grapple, [but] her [ultimate] is ridiculous and literally needs to be nerfed today," .wrote a player on Reddit . "Also not a fan of every 6 second aimbot. Love her character design though." Continue Reading at GameSpot

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

Commentaires