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Green Man Gaming's Better Together Bundle Is A Heavily Discounted Ode To Couch Co-Op

Green Man Gaming's Better Together Bundle Is A Heavily Discounted Ode To Couch Co-Op https://ift.tt/cfLXQKB Co-op games hold a special place in my heart, they’re some of the most fun, collaborative, and memorable games on the market but they’re sadly few and far between. Thankfully, Green Man Gaming has a new bundle of six co-op-focused PC games like Cat Quest II, Moving Out 2, and more. You can pick up the Better Together Bundle for just $12, which saves you a whooping 90% off the $125 the combined suggested retail prices if you bought the games separately. See at GMG Included in the bundle is Moving Out 2, the sequel to the chaotic couch co-op classic. It’s a lot more fun than helping your friends move, and comes with considerably less back pain. The game is physics-based, and you work with your teammates to navigate obstacles without breaking anything (yourselves included). 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

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