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  XONE - Destiny 2: Curse of Osiris
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: New Game Releases - No Replies

Destiny 2: Curse of Osiris



Destiny 2 Expansion I: Curse of Osiris continues your Guardian?s journey with all-new story missions and adventures set in a new destination, Mercury. Journey through time and space to learn the secrets of Osiris, avert a dark future, and rebuild the ties between the legendary Warlock and his greatest student - Ikora Rey.

Publisher: Activision

Release Date: Dec 05, 2017

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  XONE - Oh My Godheads
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: New Game Releases - No Replies

Oh My Godheads



Publisher: Square Enix

Release Date: Dec 05, 2017

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  News - GDC Speaker Q& A: Reclaiming creativity in the face of hardship
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: Lounge - No Replies

GDC Speaker Q& A: Reclaiming creativity in the face of hardship

Laralyn McWilliams is Chief Creative Officer at Skydance Interactive and will be at GDC 2018 to present the talk You’re Not Broken: Finding Your Creative Way Through Difficult Times.

Her Advocacy Track talk will discuss ways to recognize when your creativity is affected by stress, loss or other derailing emotions; methods for connection and communication with other creatives; emotional and practical tools to begin to reclaim your creativity. Here, McWilliams gives us information about herself and what she does.

Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Laralyn’s. For more visit the show’s official website.

Tell us about yourself and what you do in the games industry.


I’m a game developer and designer, currently Chief Creative Officer at Skydance Interactive in Los Angeles. I started off in the days before anyone on a dev team had a job title (I was a combo of producer, artist and coder), then became a producer for years until suddenly “game designers” existed and I knew that’s where I belonged. I was occasionally in a producer role after that, but for the most part my career post-2000 has been as lead designer, creative director, or in company leadership. Along with my design work, diversity on our game development teams has always been important to me, and I’ve written about it several times on Gamasutra.

What inspired you to pursue your career?


I fell in love with attractions at Disneyland when I was a kid—I knew I wanted to create worlds. I got my first home computer when I was in high school in the early 1980’s (a TI-99/4A) and taught myself BASIC. When I first played Scott Adams’ Adventure game, though, my goals solidified: I wanted to create INTERACTIVE worlds. That wasn’t really possible as a profession in the early 1980’s though, and this was the height of the period when tech ads/culture started steering toward men.

It never occurred to me to study programming in college even though my freshman year I was an operator on the giant VAX computer system. It wasn’t until after college, working, law school, and a bit more working that I saw Myst and couldn’t take it anymore. I had to find a way to create worlds. I taught myself to make 3D graphics, taught myself better programming in the multimedia software I used for my day job, made a game demo, sold it to Micropose, partnered with a local game studio, and started my own company. This was around 1994.

Without spoiling it too much, tell us what you’ll be talking about at GDC.


We all deal with events in our lives that derail everything: events like divorce, death of a family member or friend, layoffs, bankruptcy, or a diagnosis of severe illness. When you’re going through these events, they rob you of your creativity—an essential part of every game developer’s job, regardless of discipline. They can also steal your focus, energy, and self-confidence. My talk provides tools to help you climb out of what feels like a pit of darkness, not from a psychological perspective (although that’s part of it) but from a professional and creative perspective. I really want my experiences dealing with three rounds of cancer to help other developers stay positive, engaged and creative.

What are some of the biggest challenges you face in your work?


There’s a reason co-op games are popular and also feel evergreen to play: people are fascinating, challenging, rewarding and unpredictable. Anyone in team/company management knows that understanding the people on your team and striving to improve both their work lives and their work product is a challenge, but one that’s incredibly fulfilling. We’re also working primarily in VR, and it’s always an exciting leap off the cliff when you’re taking on design for a truly new platform that provides new player experiences.

What are the most rewarding parts of your job?


It’s a tie between seeing a team working well together and enjoying the act of creation, and seeing players enjoy the game we worked so hard to build. That’s game development at its best, when you’ve been a part of a group that had a vision and realized it, and that vision can become a part of players’ lives. Ultimately there’s magic in helping to create memorable moments for our players.

The subject of your talk is incredibly relevant for anyone paying attention to the news in 2017. How do you encourage people who live and work online to feel justified for creating?


Creation is an act that helps both creator and audience. I believe in the fundamental power and value of pure entertainment–I don’t think entertainment is important only if it has a “message” or deeper meaning. Brightening players’ lives with entertainment is, in itself, meaningful. The process of creating even something that is “just” entertainment is therapeutic in many ways–it gives you something to focus on and escape from the woes of the world (whether those woes are personal, societal or political). Of course, all of the benefits for both creator and audience are enhanced when we put more of ourselves into what we create: our struggles, failures, triumphs, losses and learnings.

Two great examples are Crashlands, created while a developer was going through cancer treatments but not directly itself addressing cancer, and That Dragon Cancer, which clearly expresses the developer’s experiences. The bottom line: whether you express your struggles in it or not, the act of creation promotes healing.

What helped you maintain the drive to be creative as you were dealing with cancer?


That’s a key part of what I discuss in my talk. It’s really hard–and often impossible–to maintain the drive to create when you’re dealing with a life-changing event, whether that’s cancer or divorce or unemployment or the death of a loved one. I really struggled to even feel creative when I was going through chemo, much less actually BE effectively creative. And that’s OK. That’s why awareness and forgiveness are such an important part of my talk. You need to be cognizant that you’re in a situation where it’s hard to feel the mental focus and freedom creativity requires, and give yourself room to work more slowly and less effectively than you do when all’s well. I share some of the focusing and motivational tools I discovered as a part of the talk.

Do you have any advice for those aspiring to join your field someday?


Design is one of the toughest disciplines in terms of breaking in. The best advice I could give is to build stuff, constantly. Actually that’s the advice I give even to working designers. Be fascinated with tools and how other games are built. Get in there, whether it’s with the Elder Scrolls Construction Kit or Super Mario Maker or Unity or Unreal, and try to build something similar to what you’ve seen and liked. Then try to build something you’ve NEVER seen. Build stuff, break stuff, and learn stuff—that’s the core loop of being a game designer.

GDC 2018 will take place March 19-23rd at the Moscone Center in San Francisco. For more information, visit the show’s official website, or subscribe to regular updates via FacebookTwitter, or RSS.

This article originally appeared on gdconf.com. Gamasutra, VRDC, and GDC are sibling organizations under parent UBM Americas.

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  News - Daily Deal – Conarium, 50% Off
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: Lounge - No Replies

Daily Deal – Conarium, 50% Off

Opus Magnum is Now Available on Steam and is 10% off!*

Opus Magnum is the latest open-ended puzzle game from Zachtronics, the creators of SpaceChem, Infinifactory, and SHENZHEN I/O. Design and build machines that assemble potions, poisons, and more using the alchemical engineer’s most advanced tool: the transmutation engine!

*Offer ends December 14 at 10AM Pacific Time

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  Xbox Wire - Battle the Enigmatic Dealer in Hand of Fate 2 Available Now on Xbox One
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: Xbox Discussion - No Replies

Battle the Enigmatic Dealer in Hand of Fate 2 Available Now on Xbox One

G’day from Defiant Development! Hand of Fate 2 is launching on Xbox One today and we’d like to take the time to explain the way our weird and wonderful game works.

Like the original, Hand of Fate 2 is a dungeon crawler set in a dark fantasy world, where players must master a living board game of infinitely replayable quests. Every stage of the adventure is drawn from a deck of cards collected and curated by the player, and these cards represent everything from finding a magical sword in a cave to being ambushed on the road by an ogre.

Hand of Fate 2 Screenshot

Players need to build their adventure deck wisely, as their opponent, the enigmatic Dealer, has challenging cards of his own that must be countered through strategic card selection, roleplaying, tactical real-time combat and sometimes, just dumb luck.

Hand of Fate 2‘s new campaign mode is built around 22 challenging scenarios that will push players’ deckbuilding skills to the limit. Are you smart enough to untangle an assassination plot against the head of the thieves guild? Can you build a fortress strong enough to withstand a Viking assault? Are you brave enough to escort a simple farmer back home to meet his ex? (That last one might surprise you!)

Hand of Fate 2 ScreenshotOur challenges are designed for multiple playthroughs, so if you don’t get the gold medal in the battle against Drakmar the Mighty, don’t fret! Jump ahead, unlock some new equipment and encounters, and come back with a fresh deck. There are multiple solutions to each problem, so get experimenting!

Everyone at Defiant put their heart and soul into developing Hand of Fate 2 and we hope it shows in the final product. We’ve got big plans for the game in 2018, so if you want to keep up with our latest updates, check out our Twitter (@defiantdev) or Facebook pages.

See you at the table!

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  News - Feature: Five Reasons You Should Play Zelda: Breath of the Wild’s DLC Pack 2
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: Nintendo Discussion - No Replies

Feature: Five Reasons You Should Play Zelda: Breath of the Wild’s DLC Pack 2


Well, it’s here, the Champions’ Ballad DLC / Pack 2 for The Legend of Zelda: Breath of the Wild on Wii U and Switch. It’s an exciting release, especially as Nintendo went all Hollywood with an ‘out tonight’ announcement during The Game Awards – it was a great moment.

If, for some reason, you’re actually on the fence about jumping into this DLC right away, we’ve put together a little video above explaining why you should be excited. Not that you need to be convinced, right?

Let us know how you’re getting on with this DLC in the comments.

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  Steam - Now Available on Steam Early Access – SUPERHOT: MIND CONTROL DELETE
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: PC Discussion - No Replies

Now Available on Steam Early Access – SUPERHOT: MIND CONTROL DELETE

SUPERHOT: MIND CONTROL DELETE is Now Available on Steam Early Access!

ONE OF US, ONE OF US. Still outnumbered, still outgunned. Enemies swirl around you in a storm of slow motion violence. Battle after battle, each fallen foe pushes you closer to the secrets hiding in the game. You feel an obsession set in. Good it’s just a game. Good you can just stop.

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  News - This Week at Bungie – 11/30/2017
Posted by: xSicKxBot - 12-11-2017, 09:31 PM - Forum: Lounge - No Replies

This Week at Bungie – 11/30/2017

This week at Bungie, we’re looking forward to new reasons to play Destiny 2.

The development team has shared some details on how the game is about to change. We’ve started an ongoing conversation to discuss the state of Destiny 2, and outlined the direction we’d like to take moving forward. Updates are inbound to add new content, alter existing systems, and address some bugs that have impacted the player experience. If you haven’t tuned in, we have two ways to get caught up:

We’re actively monitoring the #Destiny2 and #Feedback portal for your thoughts. Dive in and make your opinion known. Upvote a thread or start your own. While we can’t respond to every thread, know that your voices are being heard. I’ll be forwarding feedback to the team as it comes, and we will be looking at ways we can improve our communication with you moving forward.

Curse of Osiris: On the Runway

If you were looking forward to the fashion show that was cancelled this week, we still have a small glimpse of the gear that’s coming with Destiny 2’s first expansion. If you wish to remain unspoiled, scroll on. We fully understand the desire for discovery while you’re playing the game. If you want an idea of what gear you’ll be adding to your inventory, here’s a taste:

[embedded content]

These new pieces of armor and weapons, and more, will be waiting for you next week, out in the wild.

Pre-flight Check

If you’re like Cayde-6, you may jump into battle without preparing for what’s to come. Destiny Player Support is here to keep you from falling victim to any Vex traps that may cause infinite time loops.

This is our report.

Server Maintenance: Final Countdown

Planned maintenance that was originally scheduled for Thursday been postponed to Friday, December 1, 2017. All information concerning this maintenance window may be seen on the Destiny Server Updates and Status Help Article.
  • 8 AM PST: Maintenance start
  • 9 AM PST: Remaining players removed from activities
  • 2 PM PST: Expected completion
Additionally, we are planning a final maintenance period for Tuesday, December 5, 2017. At the conclusion of this maintenance, Curse of Osiris will be released. Stay tuned to @BungieHelp for further announcements detailing expected downtime, and the expected release time of Curse of Osiris.

Pre-Load and Storage Requirements

Players may begin to pre-load Curse of Osiris starting at 8 AM PST on December 5, 2017. The following storage requirements must be available to begin pre-loading content:

  • PlayStation 4: 88 GB
  • Xbox One: 44 GB
  • PC: 68 GB
For additional information on storage requirements, please see this Help Article. If you have any issues during the download and update process, please follow troubleshooting steps listed here.

Daily and Weekly Reset Change: 1700 UTC

As announced in a previous update, Daily and Weekly Reset will be changing next Tuesday with the release of Curse of Osiris.

The following is a short list of time zone conversions from 1700 UTC. If you do not see your local time below, we advise using an online time zone converter to prepare for the upcoming change.
  • 9 AM PST
  • 12 PM EST
  • 5 PM GMT
  • 8 PM MSK
  • 2 AM JST
  • 4 AM AEDT
  • 6 AM NZDT
We’ll be monitoring the #Help forum throughout launch to ensure a smooth takeoff. Stay tuned to Help.bungie.net for upcoming support content about Curse of Osiris.

Keep ‘em rolling

This week’s Movie of the Week was difficult to call. Too much great content on the Community Creations page. The skill required for the videos below is something to behold – one displaying handcrafted armor, the other showcasing sniper rifle precision that made my jaw drop to the floor.

Movie of the Week: Destiny Girl

[embedded content]

Honorable Mention: Antagonize

[embedded content]

Winners of the Movie of the Week will find a sweet emblem within their vault collections. I’ll let you know when the goods have been delivered. Major props, and thanks for the great videos!

It’s been a busy week. We’ve begun a conversation that we’re looking to continue as Destiny 2 evolves. While Cozmo is out, I’ll be collecting feedback and forwarding it to the development team, whether it concerns our recent round of blog content or how you feel about Curse of Osiris once it’s in your hands. Even after Cozmo’s back, I’ll continue to lend a hand in the process. Your concerns are heard, your passion is vital, and we’re looking to keep you coming back for more.

Next stop, Mercury.

Cheers,

-dmg04

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  PS4 - Oh My Godheads
Posted by: xSicKxBot - 12-11-2017, 10:49 AM - Forum: New Game Releases - No Replies

Oh My Godheads



A frenetic multiplayer fracas in which four players swing pointy swords, sling explosive pies, and celebrate victory with exuberant aplomb.

Publisher: Square Enix

Release Date: Dec 05, 2017

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  PS4 - Destiny 2: Curse of Osiris
Posted by: xSicKxBot - 12-11-2017, 10:49 AM - Forum: New Game Releases - No Replies

Destiny 2: Curse of Osiris



Destiny 2 ? Expansion I: Curse of Osiris, takes place after the conclusion of the Destiny 2 campaign where you are dispatched to Mercury on a quest to find Osiris, the most powerful Warlock to have ever lived, to discover the answers humanity needs to fight back against the Vex. Curse of Osiris adds a new chapter to the world of Destiny 2, expanding the universe by adding an all-new cinematic story with new and returning characters, a new destination to explore, Mercury and its Infinite Forest, a new social space to visit called the Lighthouse, new missions, new strikes, new raid content, new free roam activities, a world quest to complete, and more.

Publisher: Activision

Release Date: Dec 05, 2017

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