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Everything To Know About NTE

Everything To Know About NTE https://ift.tt/YBcWNpg Ever since Persona transformed the RPG into a wonderfully voyeuristic Japanese tourism simulator, I’ve had an appetite for games that let me experience living on the other side of the planet. Whether it’s roaming the streets of Osaka in Yakuza or trudging across the dung-filled fields of Kingdom Come: Deliverance’s medieval Bohemia, there’s something satisfying about picking up a controller and being given a window into someone else’s life. Yet since Persona offers a disappointingly linear Tokyo to traverse, I’ve been left pining to get lost in a truly sprawling virtual metropolis. Thankfully, it turns out my oddly specific prayers have been answered. Welcome to the slick and exciting new anime open-world RPG from Hotta Studio, NTE. Hot-ta Go Developed by the creators of the 2021 hit, Tower of Fantasy, NTE is a fully open-world anime brawler made using Unreal Engine 5. Putting players into the near-future city of Hethereau, anime-...

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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