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| PC - Stellaris: Apocalypse |
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Posted by: xSicKxBot - 03-07-2018, 12:16 PM - Forum: New Game Releases
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Stellaris: Apocalypse
Stellaris: Apocalypse is a full expansion which redefines stellar warfare for all players with a host of new offensive and defensive options. Destroy entire worlds with terrifying new planet-killer weapons, fight against (or alongside) ruthless space pirates, and maybe discover a few non-violent game features as well. Publisher: Paradox Interactive Release Date: Feb 22, 2018
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| PC - All Walls Must Fall |
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Posted by: xSicKxBot - 03-07-2018, 12:16 PM - Forum: New Game Releases
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All Walls Must Fall
All Walls Must Fall is a Tech-Noir Tactics game set in Berlin 2089, where the Cold War never ended. Publisher: inbetweengames Release Date: Feb 23, 2018
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| XONE - Immortal Redneck |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: New Game Releases
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Immortal Redneck
Immortal Redneck mixes old-school first-person shooter action with rogue-lite mechanics. Frantic gameplay, twitch controls and an arcade-style feel meet randomly generated dungeons, a complete skill tree, permanent death and nine classes with different traits. Publisher: CremaGames Release Date: Feb 27, 2018
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| XONE - Bridge Constructor Portal |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: New Game Releases
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Bridge Constructor Portal
Enter the Aperture Science Enrichment Center and experience Bridge Constructor Portal ? the unique merging of the classic Portal and Bridge Constructor games. As a new employee in the Aperture Science test lab, it's your job to build bridges, ramps, slides, and other constructions in 60 test chambers and get the Bendies safely across the finish line in their vehicles. Make use of the many Portal gadgets, like portals, propulsion gel, repulsion gel, aerial faith plates, cubes, and more to bypass the sentry turrets, acid pools and laser barriers, solve switch puzzles, and make it through the test chambers unscathed. Let Ellen McLain, the original voice of GLaDOS, guide you through the tutorial, and learn all the tips and tricks that make a true Aperture Science employee. The bridge is a lie! Publisher: Headup Games Release Date: Feb 28, 2018
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| PS4 - Mulaka |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: New Game Releases
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Mulaka
Explore northern Mexico?s breathtaking landscapes with Mulaka, a 3D action-adventure game based on the rich indigenous culture of the Tarahumara. Publisher: Lienzo Release Date: Feb 27, 2018
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| PS4 - Moss |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: New Game Releases
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Moss
Meet Quill, a young mouse with dreams of greatness beyond the confines of her quiet settlement. One day while exploring the woods, she finds a mysterious stone and an ancient magic is awakened. Dramatic events quickly unfold as a distant evil extends its reach. With her uncle now in grave danger, Quill must embark on an epic journey?and she needs you there by her side. Together, you'll travel to forgotten realms, solve challenging puzzles, and battle menacing enemies. Alone, no one can conquer what you're up against. But united, you just may defeat even the darkest of villains. Immerse yourself in the world of Moss to help write the story of a hero in the making. [Playstation.com] Publisher: Sony Interactive Entertainment Release Date: Feb 27, 2018
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| PC - Hacktag |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: New Game Releases
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Hacktag
Hacktag is a fast-paced two-player co-op stealth-game with unique asymmetric gameplay. Play as the stealth Agent in the field or as the virtually-infiltrated Hacker and work together to carry out espionage missions where nothing goes as expected. Publisher: Piece of Cake studios Release Date: Feb 14, 2018
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| PC - SYMMETRY |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: New Game Releases
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SYMMETRY
A research spaceship reaches an abandoned planet. Nothing is what it seems here and the situation quickly slips out of control. Can the crew manage to survive and get back home? Publisher: IMGN.PRO Release Date: Feb 20, 2018
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| News - 3 game design nuggets from Horizon Zero Dawn designer Eric Boltjes |
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Posted by: xSicKxBot - 03-06-2018, 06:48 PM - Forum: Lounge
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3 game design nuggets from Horizon Zero Dawn designer Eric Boltjes
 If you were a fan of last year’s Horizon Zero Dawn, and happen to be also be attending GDC 2018, good news! Not only are there a billion* talks about the game, there’ll be an entire postmortem of the game’s design process from Guerrilla Games lead designer Eric Boltjes.
As has been the case for several weeks on Gamasutra, we couldn’t wait to hear Boltjes give his talk, so we invited him onto the Gamasutra Twitch channel for a chat about his work on Horizon Zero Dawn. You should absolutely still make time to see his session at GDC, but while we had him on, we tried to get some helpful insight for game developers hoping to learn from Horizon Zero Dawn’s success.
You can view our full conversation up above, but in case you’re staring down a Thunderjaw as we speak, we’ve highlighted 3 key takeaways for your perusal below.
*not actually a billion
Using DLC to subvert player expectations
Our time on the stream was spent in the new content that exists in The Frozen Wilds, Horizon Zero Dawn’s story expansion from late last year. What’s notable about this section of the game, and something Boltjes emphasized about its development, was that it became a space to upend player expectations about the game loop, and create creatures and scenarios that fly in the face of patterns taught in the main game.
Boltjes admitted that was sort of a risky move, especially with the new Burner machines, dog-like robots that shoot fire and explosive ammunition, and whose attack patterns defy a lot of the “large creature, slow movement” rhythms that make up the rest of the game. Elsewhere, a typical open-world “climb the tower to get the map objectives” encounter turns instead into a fetch quest that introduces one of those difficult new Burner enemies…as we learned to our dismay during our stream…
For other developers, it’s worth looking at The Frozen Wilds and considering the risks of making DLC content like this, especially when it’s primarily aimed at a fraction of your core player base.
Tuning stealth indicators was about analyzing a “return” to stealth, not losing stealth
As our conversation rolled along, one viewer in chat asked Boltjes about tuning the game’s stealth mechanics, most noticeably in how enemy characters detect the player when they’re trying to be stealthy. Since Horizon Zero Dawn isn’t primarily a stealth game, Boltjes says, but rather a kind of hunting game, stealth takes on a different role, so designing a “detection” system took a different level of thought.
According to him, part of the way to achieve this was to give players more leniency in being caught the first time by AI opponents, but making it difficult to fade back into stealth, to encourage players to follow through with whatever battle encounter they started. It’s a kind of stealth design that (hopefully) helps reinforce the sensation of hunting, even though the ‘prey’ is these oversized machines.
Crafting economies are tough to test
Boltjes’ biggest tease for his upcoming GDC talk was a discussion about Horizon Zero Dawn’s crafting economy, and how it was really difficult to tune and test because it effectively involved measuring run-throughs of the full game. He explained that it was really easy to test how that economy worked within the games’ first 8-10 hours, because a playtester working through that section of the game. But playtesters who were focusing on finishing the story over 2 or 3 days weren’t able to provide feedback on what it would look like if they also focused on side-quests or over-gathered resources in certain areas.
Boltjes didn’t have a solution for us on stream, but if you’re working on a crafting economy, stories about his struggles may be of use to you when analyzing your own game’s long-term flow.
For more developer interviews, editor roundtables, and gameplay commentary, be sure to follow the Gamasutra Twitch channel.
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