Accéder au contenu principal

Sélection

Classic Edutainment Series Freddi Fish Getting A Remastered Collection On Console

Classic Edutainment Series Freddi Fish Getting A Remastered Collection On Console https://ift.tt/bsGWrd1 Freddi Fish Collection $50 | Releases April 17 Preorder at Amazon As far as children's video games are concerned, few are as iconic as Freddi Fish. First launched in 1994, the point-and-click adventure game challenges players to solve puzzles and mysteries, featuring a colorful cast of characters and charming animations. The games were incredibly popular when they first hit the market, and you (and your kids) can relive the glory days with the upcoming Freddi Fish Collection . Currently available on most digital storefronts, the Freddi Fish Collection is getting a physical Switch and PS5 release on April 17. Freddi Fish Collection $50 | Releases April 17 Freddi and friends went on five adventures between 1994 and 2001, and this bundle pulls them all together into a single collection. Here's a look at what you'll find: Freddi Fish: The Case of th...

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