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Fallout Season 2, Episode 2 Summary: War (And Radscoprions) Never Change

Fallout Season 2, Episode 2 Summary: War (And Radscoprions) Never Change https://ift.tt/hlaHxQP Spoilers for this week’s episode of Fallout ahead. While last week focused on Lucy (Ella Purnell), Cooper Howard aka The Ghoul (Walton Goggins), and their pursuit of Hank (Kyle Maclachlan), this week we caught up with the newly knighted Maximus (Aaron Moten) and his chapter of the Brotherhood of Steel. We also got a peek into another faction of the Mojave Wasteland, one that could potentially spell danger for our protagonists and their questline. The episode opens up with a flashback to Shady Sands in its prime; A welcoming city that almost resembles life before The Great War. We open up on Maximus' parents in their lovely home where his father is testing the radiation levels in the water and discovers most of the water beneath the city is safe to drink and could provide a long term home for Shady Sands’ residents. Life is good until a traveling nomad muttering to himself arrives with ...

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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