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Phantom Blade 0 maker says international themes can “be an advantage, rather than a barrier” for an international target audience

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The maker of Phantom Blade 0 believes that unique cultural themes are notable for video games and should not be diluted for an international target audience.

Liang Qiwei (aka Soulframe), who is also the CEO of developer S-Recreation, discussed the topic with eastern website 4Gamer at today’s Tokyo Game Show (thanks Automaton).

The upcoming near-motion recreation has a “kung-fu punk” aesthetic, described as “using kung-fu and martial arts as the core and clothing them with popular culture.”

Additionally, Qiwei suggested that having a difficult-to-understand theme is part of the appeal to a global audience, comparing the game to Game Science’s Unlit Untruth: Wukong, which has achieved monumental success.

“If we look at recent titles, Black Myth: Wukong had to overcome a much bigger hurdle than our game in terms of culture, as it is completely based on a classic work of Chinese literature,” Qiwei said.

“So [Game Science] You may run into this problem of players not understanding the cultural background. But in my opinion, the quality and gameplay experience of a game is its core. If you can achieve a high-quality, entertaining gaming experience, I think a difficult theme can be an advantage, not a disadvantage. If your game is entertaining, players will perceive unfamiliar themes as something new.”

 

He persevered: “The reason we Chinese gamers learn about Western and Eastern culture is because we had very fun Western and Eastern games as an access point. Little by little we became familiar with them. I doubt Chinese language-hungry gamers knew a lot about oriental samurai at first, and I don’t think they were particularly in favor of them, but since there were so many good games about them, they are now identified mainly as a pop theme.

“So, again, if the game itself is interesting, the feeling that its themes are strange can be an advantage, rather than a barrier. I think it is a very strong advantage that attracts more players.”

It’s surely a lovely speed, considering one complaint about Unlit Untruth: Wukong was once its disjointed narrative that relied on the wisdom of the copy it’s based on. Likewise, this may have fueled renewed interest within copying, especially outside of China.

Phantom Blade 0 has been compared to From Device’s Cloudy Souls games, although Qiwei insisted that the game is not a soulslike despite some influence.

I was invited to play Phantom Blade 0 at Gamescom and loved its eerie stop-driven movement.

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After getting dizzy in the main form, Helldivers 2’s Bile Titan-killing six-shooter has now sent audiences through each level of the Kübler-Ross-style upgrade response.

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The actual Helldivers 2 update, Pocket 01.001.104, brought with it a dozen weapon tweaks, but few have discovered more talk at the moment than the upgrade to the Senator P-4, a double-action revolver, which was later supercharged, has grown. to turn a dozen Tremendous Earthers into wannabe John Waynes.

As part of the space, the weapon had a higher armor penetration of 3 to 4, a higher projectile damage of 175 to 200 and a stronger projectile damage of 35 to 70. The result? Cleverly, with the ability to use it to take out Bile Titans in just a few shots, take out some helmets too when you’re at it, and a cascade of memes about it being the best noon in the entire galaxy.

However, that was only level one. Over the course of a couple of days, the Helldivers 2 subreddit has allowed players to discover progressing through several alternative steps of what I call the Kübler-Ross-style improvement response, or the four levels of grief.

Level Two began shortly after that initial burst of honor, with some other people thinking, “Okay, hold your horses now, maybe those changes have made the Senator a little uncomfortable.” also dominated’. “I love the feeling you get when you see a gall titan appear, it’s that ‘HOLY SHIT WHAT ARE WE DOING, WHAT CAN WE THROW AT THIS MONSTER??!!’ moment,” wrote one, “However, now with Al being some lifeless revolver shots, I just don’t feel the same fear and surprise when I see a gall titan. “It’s too fragile.”

Next, level 3 was Reddit’s equivalent of the Twitter phenomenon of ‘retweeting to dunk something you think is dumb’ (which, to be honest, automatically produces some very funny posts), with posts saying to The few who had suggested that the gun might be too OP and were in fact very wrong, thank you very much.

“In my opinion, it’s not broken, I honestly think it’s fine,” the type of people argued, “Using it versus [armour penetration four] Enemies (besides Hulks) is a pipe dream because the damage isn’t high enough. It simply helps you do more damage in your intended medium clearing role, with some anti-heavy utility.” They then reviewed several alternative weapons, outlining their ideas that each of them nonetheless had causes that you would present for them over the Senator in positive eventualities.

Level 4, or 4 and 5, depending on how you want to classify things, follows that maximum level. Will this transformation of the senator have something ruthless when it comes to adjustments to weapons and alternative strategies in the future? Some other people think so, arguing that number one weapons like the Slugger and Dominator will probably need to increase the pententation of their armor to prove it.

Others, apparently with a dozen additional reinforcements, argued that if they refuse, Arrowhead will no longer have to do this. “Make any primary weapon [except for the flamethrowers and Constitution] “Having AP4 would outperform any other main weapon,” one wrote, “it would shut down certain loadouts because “why snatch x weapon when you have a weapon that can AT?”, hell, it would even overshadow some support weapons that really should never happen. ”

The end of this back and forth, at least for now, seems to be some people concluding that the only weapons likely to be given stage 4 AP are the Eruptor or possibly “something like an actual bolt action.” -action sniper”.

And, since all that has been going on, it seems that the divers have still managed to take over in the first series that has just been completed. Excellent.

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Megastar Wars Outlaws hits Steam launch year, as Ubisoft continues full return to Valve’s platform

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Megastar Wars Outlaws will have a Steam release more recently, as it was only available on Ubisoft and Epic’s PC stores until now.

Ubisoft shared the scoop last night, with a social media post announcing that the game was available to wishlist now, ahead of its November 21 installation on Valve’s platform.

Here’s our Ian playing Megastar Wars Outlaws in VR (and Han Solo’s outfit). Listen on YouTube

Additionally, the company also watchable Murderer’s Creed Mirage is available to play games through Steam now. We knew Mirage was ready for the PC store at some point in the past, but until recently Ubisoft had kept an actual year under wraps.

Ubisoft later announced that their unused releases are ready to be set up on Steam and will launch with Murderer’s Creed Shadows on February 14 at the earliest. This marks a metamorphosis for the company, which has avoided Steam releases for several years.

Ubisoft’s alternative video games have often made it to the platform last, and then again. For example, Murderer’s Creed Valhalla and the Anno 1800 city building system arrived on the platform again in 2022, having been available elsewhere until now.

We gave Megastar Wars Outlaws two out of five stars upon its soft release in August.

“It lacks the open, branching stealth of an Arkham game, the systemic options of a Dishonored, or the incisive, relentlessly satisfying speed of dispatching enemies in Assassin’s Creed,” reads Eurogamer’s Megastar Wars Outlaws overview. “It lacks the linear polish and charisma of Uncharted. It lacks the animated flow of its yellow-ledged platforming next to Horizon, or the sheer joy of taking platforming and turning it into an actual game in itself, like in Star Wars Jedi” .





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Metaphor: ReFantazio director avoids fan comments to protect his psychological health

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Metaphor: ReFantazio and character director Katsura Hashino have said that he avoids reading fan comments to protect his mental health.

Hashino discussed the topic of fan feedback with Quiet Hill writer Keiichiro Toyama on Famitsu (via Automaton), but the two creators had opposing perspectives on the topic.

Hashino said he “tries not to be so conscious of” fans’ comments and aims to stay a long way.

Metaphor: ReFantazio ReviewView on YouTube

“Of course, I check things at certain times, like right after launch,” he said. “But it’s not like I can adapt [the game] based on what I see. “When I need to look up something, I do it quickly in one go, because constantly looking at reactions is not good for your mental health.”

He added that he does not search for his personal name online or use social media.

Toyama, who is busy creating the next Slitterhead, said his attitude against consumer feedback is changing over time. While once dismissive within the generation, he is now fully attentive to online fans and adopting reviews he finds useful, even though Slitterhead is no longer a live service game that must be adjusted according to the demands of fans. players. .

Metaphor: ReFantazio has certainly earned praise from fans and critics. The game sold 1 million copies in base packaging to become the fastest-selling Atlus game.

Hashino has also talked about the influence of traditional fiction on the game and how this was discarded to focus on the originality that “defines” Atlus games.

Bokeh Studio’s Slitterhead is set for release later and avid players will inhabit the bodies of a diverse population, or even a dog.





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Long-gone House developer surprises bathroom spiders into early access

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Fullbright, the studio behind the likes of Long Beyond House and Tacoma, has exempted its next game from early access.

Fulbright is led by solo developer Steve Gaynor. In 2021, Gaynor made headlines after an exodus of 15 Fulbright employees was attributed, in part, to his behavior toward coworkers. He announced that he would go solo in 2023.

With very little, if any, fanfare, the day before yesterday the developer surprise launched Bathroom Spiders on Steam. The sport is said to feature a “lo-fi hellish world where giant spiders jump out of toilets and into your face.”

Nintendo has announced intact hardware, but it’s no longer Transfer 2, so what’s the purpose of Alarm? Stay tuned to YouTube

In a post on Steam, Gaynor said he had started an “ongoing series of small, weird, low-fi games” that would be exempt in early access, as part of a ‘Fulbright Products’ push. And Bathroom Spiders is one of those video games.

“This isn’t a very rough early access alpha release either, the game is actually a pretty polished version of itself,” Gaynor wrote. “There’s a bit more in the way of features and content to add, balance to improve, and bugs to help me find that I’ll have to fix, but really, at its core, this is the game as it was meant to be played.”

Gaynor’s youngest daughter, Juniper, gave him the bathroom spider theory. It seems like he once asked some spiders to jump out of the toilet and scare his grandmother. “And of course my immediate response was, well, I could make a video game out of that,” Gaynor explained, and now we have Bathroom Spiders (with credit to Juniper, of course).

Screenshot from Toilet Spiders showing a spider jumping out of a toilet bowl

Symbol Credit Score: fullbright

“The idea for the game ended up aligning with a number of other conceptual elements I wanted to play with: a game set in an abandoned research facility, a straight-up horror game, a game about managing your resources and tipping the scales. inspired odds on the brilliant Buckshot Roulette. And so, for better or worse, TOILET SPIDERS was born.”

Gaynor added some fun general quotes to his post, proclaiming that Bathroom Spiders is “what Psycho did for showers…” and “Jaws did for the ocean.” So, will you be able to look at your bathroom the same way again?

If you’re interested, Bathroom Spiders is available on Steam for under £5.

As for Fulbright’s previous video games, we’d taken Long Past House relatively seriously, calling it a “triumphant exploration of a beautifully textured family space” in Eurogamer’s overview.





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Keywords Acquires Halo Co-Developer Sure Affinity

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Keywords Studios has landed US developer Sure Affinity for a hidden sum.

The studio was founded in 2006 by a group of former Bungie employees and has specialized in the co-development of AAA games. Projects he has worked on include Hogwarts Legacy and Gotham Knights, as well as some titles in the Name of Accountability and Halo franchises, including Halo Endless.

Certain Affinity will continue to be led by its control group, including founder and CEO Max Hoberman and president and COO Paul Sams. Lately, the couple oversees a team of workers at 180 companies across the United States and Canada.

The purchase is subject to most situations and will come with an upfront cash acquisition, funded through Keywords’ existing revolving credit facility, and an earn-out feature based on Sure Affinity’s performance.

“In this difficult time in the market, we are thrilled to be able to offer stability and a supportive home for our team,” Hoberman said in a comment. “The honor that Key Frases has shown for our skill and tradition, along with the willingness to invest money in our expansion, is unheard of.

“Paul and I look forward to partnering with them to chart a course for a careful expansion of our core co-development activities, the refinement of our leader development capabilities, and championing the growth of the Create division.”

Again in April, the studio laid off 25 US-based employees, 10% of its workforce, with Hoberman citing “an industry-wide slowdown in funding new lead and co-development projects” and a “reluctance to third party investors” as the main causes of the verdict.

Keywords CEO Bertrand Bodson added: “We are very pleased to welcome Sure Affinity to the Keywords team. We greatly admire their track record and recognition. They bring a wealth of insight, experience and expertise to our Develop section, complementing our current talents and significantly increasing our presence in the United States and Canada.

“We look forward to partnering with Max, Paul and their team over the coming years to continue driving growth in our Create division and the broader business.”

Sure Affinity is Keywords’ second acquisition in 2024, following its acquisition of British developer Wushu Studios in August.

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Dave the Diver Author Needs to Build a Video Game ‘Dave Cinematic Universe’

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Dave the Diver author Jaeho Hwang says he wants to expand the Dave the Diver intellectual property, with intact games that focus on other characters and span a few genres, depending on the fate of the main game.

Jaeho Hwang is now CEO of Mintrocket, following parent company Nexon’s decision to make developer its own remote category. This followed his successful debut name, Dave the Diver, which has sold over four million devices and won a BAFTA award.

In a conversation at Gamescom Asia in Singapore, Hwang said that Mintrocket’s intact sovereignty would allow him to focus more on building the game, especially the Dave the Diver intellectual property, rather than pitching ideas and business plans to his parents.

“I actually want to expand the Dave the Diver IP,” Hwang said, when asked what life has in store for Mintrocket. “I think that is every director’s dream, since we have a character that we can identify with.

“But we didn’t really delve too deeply into Dave the Diver’s personal stories, because we wanted to keep the game very casual.

“So, as a director, in addition to the story DLC we are working on now, I also want to make separate games about each character to show how they met, what they did before arriving at the Blue Hole.

“In that sense, game genres can be different. Maybe someday, if we start making a game about Dave’s story, we can make Dave [another profession]. “He’s always been a diver, so we haven’t really thought about how we should move with Dave.”

Hwang said he wants to develop the story of Dave the Diver by telling the backstories of both its protagonist and the main supporting characters.

Dave the Diver creator wants to create a 'Dave cinematic universe' of games

“I really want to show how he grew up, how he became a diver and how he ended up getting to the Blue Hole,” he said.

“I think it’s really fun. Cobra, one of our main characters, is from my previous project, Evil Factory. He was an arms dealer who had his license revoked and after that he retired and enjoyed his life, and something happened and he decided to enter the Blue Hole. So I really want to tell this kind of story in other games.”

Hwang said that despite being granted its own subdivision within Nexon, his wish remains for Mintrocket to remain miniature.

“I think we’ll stay small. I mean, the definition of small can vary. Dredge, they only have four people on the development team. But I think the team of 20 to 30 people is ideal.”

He added: “It’s easier to correspond and easier to be on the same website that way. I feel like Mintrocket can grow in the future when it comes to measurement, if we are confident in what we are doing right now.

But that means we’ll have more teams of similar size, or maybe we’ll start publishing some things. But that doesn’t mean we’re going to have a big team of 100 people.

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Pak vs Eng, 2nd Test: Shan Masood hails ‘remarkable Pakistan cricket victory’

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It is no longer a claim yet, but a safe vacation. That was once the pitch that Pakistan captain Shan Masood tried to hit. Pakistan had bowled out England for 144 in Multan. It gave them their first home win in four years and, on a personal track, Masood took his first Test victory as captain.

“This was a very important victory for Pakistan cricket,” he said. “The recent results were unacceptable. There is relief. This is a long process and journey. It will not be fixed overnight. It has been three years and 10 months since we last won a home test. That is not acceptable for Pakistan cricket. We are proud of how well we played this match and how we see ourselves as a team to get a result and hopefully start something here on our own terms is exciting. for years and still get a result. That’s the character you want from your players, staff and cricket board. They all responded well after the end. [first Test] loss that is very encouraging.”

Following an innings defeat that intensified the spotlight on Masood’s captaincy and a seemingly endless losing streak, Pakistan’s blueprint was overhauled overnight by the newly established selection committee. Fast bowlers Shaheen Afridi and Naseem Shah were dropped from the team, and Zahid Mahmood, Sajid Khan and Noman Ali were brought in from the cold; none of them had played first-class cricket since January. The same shade as the main test was recycled and reused.

 

Masood, however, said Pakistan had not changed its thinking on the only issue that really mattered. “I said it in defeat and I will say it in victory: 20 wickets are non-negotiable in Test matches,” he said. “The conditions in the fourth innings are only favorable for batting about 10% of the time. We have to understand our conditions and first think about what combinations get us 20 wickets. We need great first innings with the bat and then the bowlers to back us up.” The advantage took the pressure off of us in the third inning and the 75-run lead helped us because we scored 220 or so. [that] resulted in a target of almost 300 runs.”

Masood claimed that the central gamble at the heart of Pakistan’s lucrative tactic at this pace still. Perhaps the most notable feature of the game was when the coin flip was tossed before the first ball was tossed. Ben Stokes called tails, as he always does, and when the coin pointed the other way, the tactic had paid off.

The rest were sorted through two of the spinners they installed, with Sajid and Noman splitting the 20 wickets between the two: the first hour, two players were responsible for all the opposition wickets since 1972, and only the second hour in Pakistan’s historical past. In the second innings, denying the alternate bowler even became his arm as England were bundled out in 33.3 overs.

“Today we are just concentrating on how to take eight wickets,” Masood said. “Since I came in, we have had no problem taking risks. We have tried to play cricket that produces results, and we have also lost many matches doing that. When the selection committee came in, we all all had one concern: taking 20 wickets. Just we had taken 20 wickets once during my tenure. We looked at the conditions and realized that playing on a used surface and giving an advantage to the spinners. [could work]. We thought why not try something different.

“You’ll have to give credit to Noman and Sajid for the way they came back. It looked like two experienced campaigners bowling for Pakistan. You need to take those risks to try and accelerate 20 wickets, no matter what rough pitch we do it in.” .

It has been a familiar refrain for Masood in this series, where the outcome has justified the somewhat extreme methods adopted by Pakistan. This is, as he noted, only the second time in seven Test matches under his captaincy that Pakistan has managed to take 20 wickets. He said Pakistan will be guided by the most efficient route from now on, no matter what.

It is a subtle departure from the message of belligerent positivity that Masood has preached for most of his tenure, but at some point, idealism had to be abandoned at the altar of pragmatism. The question remains what Pakistan will do in Rawalpindi, an area that has never been susceptible to prodigious changes. And while Masood said Pakistan would need to understand the conditions at each specific venue, there was little attempt to hide what Pakistan really wanted from the pitch for the third Test.

“ID [like it to spin]. I don’t know if I’ve noticed it in Rawalpindi, so it’s an issue. We hope that the sun can play in your section and that the wicket can also be on the drier side. But it is certainly more noticeable. We will advance there [Sunday] and take a look. The gardeners are already there and are working on a suitable test pitch. “We will try to set up a perfect Test wicket where each team can pick up 20 wickets.”

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Ubisoft Milan joins Ubisoft France’s collapse over return to the workplace

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Ubisoft Milan has requested a one-day block in collaboration with Ubisoft France.

As reported in Deadline, the Milanese section of the Fiom Cgil union expressed fears about the company’s return to business activity.

“It is unthinkable that a young man who lives in another region or, in any case, far from our territory can spend three days a week in Milan, changing his existence,” said Andrea Rosafalco, consultant at Fiom Cgil. “It is not economically sustainable and it is unfair on a human level.”

According to Insider Gaming, several Ubisoft Milan employees are set to leave the studio as a result. He also noted that resources said some had left to fix former creative director Davide Soliani’s new Event 4 Night studio.

GameIndustry.biz has contacted Ubisoft for additional comment.

Prior to this day, more than 700 Ubisoft France employees participated in a three-day lockdown based on a mandate that would require employees to be in the office for at least three days per day.

“The consequence of this decision will be the loss of our colleagues’ jobs, the disorganization of many gaming projects and the drastic increase in psychological risk for those who remain,” said a consultant for the French leisure workers’ union STJV. (Syndicat des Travailleurs et Travailleuses du Jeu Vidéo).

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Amazon’s God of War TV show reportedly seems eager to go in “a different creative direction,” as the showrunner packs up his Leviathan Awl and heads straight for alternative things.

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The God of War TV design that has been in the works at Amazon’s Top Video for many years could reportedly be seeing a change in writing staff, as its previous showrunner and a couple of key brands have moved directly to alternative themes.

The collaboration between Amazon and Sony, which was shown as a factor through a recent tweet in December 2022 that followed enough rumors, has been moving forward since then, although this change seems irresistible and may be a bit. of a fork in the road from how it ends up being each time it arrives.

According to a report from Time Limit, showrunner and executive producer Rafe Judkins, along with fellow executive producers Hawk Ostby and Mark Fergus, abandoned the mission.

Sony and Amazon need to “hire a whole new writers room” for the design, which is irresistible, but it’s still very much a concept where both events are visual, and it’s believed to be “a different creative direction “. through each one.

It doesn’t appear on the surface to be too bitter a crack, or at least that’s how it’s being interpreted, with one source stating Deadline that the God of War scripts that Judkins, Ostby and Fergus had written were “praised.” by both Sony and Prime.”

The blurb initially given for the show began with the passing of Kratos’ wife (very sad), which causes the bearded man to have to adopt a bad relationship with his estranged son to fulfill his last wish of having her ashes thrown at him from a voluminous height. “Kratos soon realizes that the journey is an epic quest in disguise,” he added, “one that will test the bonds between father and son, and force Kratos to fight new gods and monsters for the fate of the world.”

It remains to be seen how much that clever new path can change when it comes to moves, but hopefully we’ll get a story about the Norse mythological gang fight that looks a little like this one.

Are you looking forward to seeing what God of War TV’s design looks like? Tell us below!





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