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Here's How To Get Horizon Zero Dawn Remastered For $20 If You're A New Player

Here's How To Get Horizon Zero Dawn Remastered For $20 If You're A New Player https://ift.tt/7kY1jNF Seven years after its initial release, Horizon Zero Dawn is getting a remastered version that upgrades its visuals and adds rebuilt and re-recorded dialogue scenes, bringing the original PlayStation 4 game more in line with its PS5 sequel, Horizon Forbidden West. If you've never played the first Horizon game, Sony will soon sell a physical edition of Horizon Zero Dawn Remastered for $50--but if you take advantage of its current upgrade track, you can nab a digital version of the remaster for a mere $20. The trick here is to purchase the digital version of the original Horizon Zero Dawn. Sony offers an upgrade to Horizon Zero Dawn Remastered on PS5 for just $10, so instead of paying full price for the new game, you can buy the older, cheaper version and upgrade it. You can grab Horizon Zero Dawn from GameStop for just $10, so together with the upgrade, that's $20 in to

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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