Accéder au contenu principal

Sélection

How To Unlock The Bioreactor In Subnautica 2

How To Unlock The Bioreactor In Subnautica 2 https://ift.tt/bVgHNGe Do you want to unlock the Bioreactor in Subnautica 2 ? This massive fixture creates energy for your base, and all you need to do is put a few fibers and fuels to keep it running. That said, you still need to scan a bunch of blueprints for it. Table of Contents [ hide ] Subnautica 2 base guide - The Bioreactor Bioreactor fragment #1 Subnautica 2 base guide - The Bioreactor The Subnautica 2 Bioreactor can only be unlocked upon scanning three fragments. Several are scattered in the Shallows region, and we've listed a few that we've found in our playthrough. As usual, we encourage you to read our mini-walkthrough , since it gives you an idea as to where you ought to go next for the campaign. Bioreactor fragment #1 You're going to stumble upon this Bioreactor fragment sooner or later. That's because it's in the area that gets a marker for the Chap blackbox signal (assuming you're doing the tasks giv...

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony https://ift.tt/UuCxFWl

Andy Gavin, one of the co-founders of Naughty Dog, has explained why the company sold itself to Sony back in 2001. Posting on LinkedIn, Gavin said he's been asked "countless times" why Naughty Dog took the deal, and it was all about rising development costs.

Gavin said (via SI) when Naughty Dog first started making games in the 1980s, game development costs were "manageable," with costs for games made in the early '80s running about $50,000 per game. For 1992's Rings of Power, Naughty Dog spent about $100,000. For the first Crash Bandicoot game, however, costs rose to $1.6 million, with Jak and Daxter (2001) coming in at $15 million or more. Just a few years later, Jak 3's development cost came in at between $45 million and $50 million.

Naughty Dog was self-funding all of its projects at this time, and the stress about "financing these ballooning budgets independently" became too much to bear. Gavin said rising development costs is a "systemic issue" to this day in the video game industry.

Continue Reading at GameSpot

Commentaires