• A Wonder Woman Legend Was Working On Canceled Game, Offers Heartfelt Tribute
    www.gamespot.com
    Gail Simone, an award-winning writer known for her work on the DC franchise, has confirmed she was involved with the Wonder Woman game at Monolith that was just recently canceled.Simone, the longest-running female writer on the Wonder Woman series, said she was asked to do long-term consulting on the game and jumped at the chance. "It was a perfect storm of stuff I adore," she said. "Wonder Woman, video games, and one of my favorite game studios: Monolith."Simone went on to say Monolith's Wonder Woman game was "gorgeous and expansive." She said "every effort was made to make this not just a great game, but a great Wonder Woman game. A showpiece epic."Continue Reading at GameSpot
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  • Mecha Break Beta Hit 300,000 Concurrent Players And Broke Servers
    www.gamespot.com
    Late last week, Amazing Seasun Games launched the latest beta test for Mecha Break, a new co-op shooter game that's basically Armored Core by way of Titanfall. If the initial wave of 300,000 concurrent players is any indication, Mecha Break could be well on its way towards being a hit. However, all of those players led to some of Mecha Break's servers going down.In a message on Mecha Break's official social media channels, Amazing Seasun Games apologized to players for the server problems and promised to send out three batches of Ultimate Maintenance Box *15 via Mecha Break's in-game mail.Pilots,As our Open Beta went live earlier today, we were overwhelmed by your enthusiasm, witnessing over 300K concurrent players within hours. This posed a challenge to our server capacity and resulted in negative reviews from players. We apologize for any inconvenience and Mecha BREAK (@MechaBREAK) February 23, 2025 The company also stated that the server issues "resulted in negative reviews from players." As reported by IGN, that's not the only reason Mecha Break is getting review-bombed. Some of the issues cited include the monetization practices of this free-to-play game. Many of Mecha Break's perks can eventually be unlocked for free, but it may take an exceedingly long time for non-paying players to get the same advantages as the players who don't mind spending the money.Continue Reading at GameSpot
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  • Samsung's Incredible Curved Gaming Monitor is Nearly $100 Off
    gamerant.com
    PC gamers looking for an affordable gaming monitor are in luck. The 27-inch Samsung S39C has been discounted at various online retailers. Players can now get the Samsung monitor for $140, $90 less than the actual retail price. The S39C may not be among the best gaming monitors, but its budget-friendly price is perfect for those who want to upgrade their setup without going overboard.
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  • Infinity Nikki: Bullquet Care Day Event Guide
    gamerant.com
    The Eerie Season in Infinity Nikki's 1.3 update brings plenty of new content for players to enjoy, including event-related activities set up around Wishfield that promise some exciting rewards. Such activities are rare opportunities that you don't want to miss out on while they're available.
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  • Doctor Who returns in April with an Alan Cumming-voiced runaway cartoon
    www.polygon.com
    The Doctor is (back) in, almost.Doctor Who will be returning for season 2 (aka the second season of Ncuti Gatwas Fifteenth Doctor) on April 12. Like the past Gatwa seasons and specials, the show will premiere around the world at the same time, streaming on Disney Plus in the U.S. at the same time it drops in the U.K. on BBC. The new season will be bringing some new faces along for a ride in the TARDIS: Andors Varada Sethu will be joining as Belinda Chandra, a new companion. As was reported at San Diego Comic-con, this isnt a replacement of Millie Gibsons Ruby Sunday (shell also be returning for season 2). We see The Doctor and Ruby in a new light, and with a new friend, showrunner Russell T Davies told Comic-Con about Sethus character. Like youre saying, different friends bring out different aspects of you.And speaking of different aspects, Doctor Who will be pulling out a major player in a new way. Alan Cumming the myth and legend currently hosting The Traitors on Peacock will be making an appearance in season 2 as well. We last saw him on Doctor Who in 2018, playing King James I in The Witchfinders. This time, he will be the animated Mr Ring-a-ding. Per the announcement, the happy, funny, singalong cartoon was living contentedly with pal Sunshine Sally in Sunny Town until he finally looks beyond the screen and sees the real world outside.If that sounds like it might cause trouble, youre dead on! In fact, Davies said in a statement thats why they hired him: Only Alan Cumming could give a runaway cartoon so much wit, malice, danger and fun. He makes the whole universe of Doctor Who wilder and madder than ever, and its an absolute honour to welcome him on board the TARDIS.That sort of vaguely ominous weirdness is the stuff great Doctor Who episodes are made of! Of course, beyond just the promise of Mr Ring-a-ding, theres also the business of what the Doctor and Belinda are in for namely: They meet, and begin an epic quest to get her back to Earth. But a mysterious force is stopping their return and the time-traveling TARDIS team must face great dangers, bigger enemies and wider terrors than ever before.Doctor Who will drop on Disney Plus at 3 a.m. EDT on April 12. The eight-episode season will premiere weekly, with new episodes coming every Saturday.
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  • An abandoned Legacy of Kain sequel put Sam Barlow on the path to Her Story
    www.polygon.com
    In Sam Barlows Her Story, the narrative is uncovered entirely at the players direction. In this interview excerpt, Barlow talks about how previous experiences in mainstream games made him long for a game where theres no hand-holding at all, and the player is left to their own devices.This interview was done in September as part of the release of our documentary The Great Game: The Making of Spycraft, about one of the most ambitious FMV games of the 90s. You can watch the full interview above.Sam Barlow: A frustration I had coming out of making 3D games was the obsession with continuous time and space, and the obsession with embodying a character in a world. It made storytelling harder in some ways. It stopped you from using certain tricks. And there are examples, like Thirty Flights of Loving, and stuff where [] you can just click and you can jump somewhere else, and people will figure it out!Growing up, as I was maturing into an adult, I was a PC gamer, and my big thing was immersive sims. They were my favorite. If you had caught me at the right age, my favorite games wouldve been Thief, System Shock, Deus Ex, Ultima Underworld. If youd asked me to have an opinion, Id have been like, The future of games, man, is going to be like the Holodeck. More and more simulation, more and more immersion. I am just the character in a world, stacking boxes and doing stuff.Then I kind of grew up a bit more. And then when I started working in games, I became much more of a Nintendo-head. What Nintendo was doing was way more sophisticated and interesting, and the extent to which they were thinking about the players desires and the intent of the player was really cool.When I went and made Silent Hill: Shattered Memories, that was kind of my love letter to immersive sims, and the idea of creating a continuous space where your physical presence in the space is extremely immersive. And we did a lot of stuff in that game that was kind of trying to remove the artificiality. No menus, no loading, everything was seamless, there were lots of beats where we were trying to make you feel physically connected to the world. As I was doing that, I was really aware as a storyteller that a lot of these assumptions around the player, the player character, are really limiting. And theres a deliberate setup in that game which is going, Hey, everythings telling you that you are the player character, that you should identify with this character, but, spoilers, this character is not a real thing. And so coming off of that, I had cured myself and now I wanted to try doing even more interesting things, and immediately became director of the [eventually cancelled sixth] Legacy of Kain game with a lot of publisher input where they were like, No, dude, you gotta have visceral combat!Justin McElroy: Bigger swords!Barlow: And collectibles!So when I made Her Story, I very consciously was going: If Im going to make an indie game, Im going to take some of these ideas Ive been having of, like, why is it the default that we are a 3D character in a 3D world, with continuous time and space? Im the avatar. Wed gone through that whole discourse of narrative dissonance, which to me also was maybe the wrong discussion to be having, this assumption that there should be no dissonance, that I should be doing things, and they should work and everything should behave like the real world. And so Her Story was me I remember I wrote a little manifesto, to be fully pretentious. That was: Im going to make a game that has no state model. Like 99% of Her Story, youre not meaningfully changing the state of the game. So there is no choice and consequence, there is no someone will remember this, theres no accumulated score or progress, there are no bottlenecks.McElroy: Theres only three rocket launchers, total.Barlow: Yeah, two key puzzles. [both laugh] One of the other things was: no 3D movement. No player inhabitation of a character. And then the other one was subtext. Id had lots of arguments with a producer on the game I was working on, where I would submit script drafts and they would read it and theyd be like, Hey, why isnt the character saying what theyre thinking?And I was like, No, dude, thats bad writing, right? No one writes like this. All the cool stuff should be in subtext. And the argument from them at the time was: Theoretically, but we dont have the tech to communicate the nuance that guarantees this will come across in a way that a movie can. And my response to that was like, Well, couldnt we at least try? But there was this interesting sort of argument to usability of, if the story equals your quest if the story and your mission objective are one and the same and if the player wants to have a good time, they should understand everything. And so everything should be extremely overstated and clear. And so with Her Story I was like, I explicitly want to make a game where subtext is important.McElroy: Thinking about this state that you were in earlier in your career, where youre in increasing and decreasing levels of control, do you feel like working in FMV games, where you are directing the footage thats being shot and then designing how the game will implement that footage, do you feel like you have more control over the end product? Do you think thats something thats important to you?Barlow: Probably on balance, no. I think one of the things thats interesting, specifically when I was doing Her Story, I had the moment where I was designing it where I was like, There should be no traditional flow and scripting and bottlenecking. You would play something like Phoenix Wright; its very carefully hand-held through the mystery. And the big moment for me on Her Story was, What if I just let you just search and find anything? Thats going to feel exciting, and freeing, and it could enable you to feel more like youre having these leaps of logic. But its kind of scary because everything else I had ever done as a game designer, you fake the freedom, and there is a level of control. But I had this little prototype where I was playing some transcripts Id got of a real-life police interrogation, and I was like, Its so cool. This game mechanic of word searching [] I wanted to try and recreate that feeling for my players. So I think with the FMV games, the ones Ive done, Ive increasingly tried to compensate for the weirdness versus a traditional game for the apparent lack of reactivity with an increasing player freedom, and also at the same time a generosity and a lack of punishment.I think you can ask a lot of the player. Part of Her Story or other games has been going respect the players intelligence. Dont overexplain; let them figure stuff out. Allow them to be confused initially. Thats interesting. But if you sit down and play Her Story, or Telling Lies or Immortality, just by participating, youre going to see some stuff, and youre going to uncover things, and its all going to be interesting. And if you just keep participating, you will start to put the picture together, and youll start to figure out whats going on. And at no point are you told [buzzer noise] Game over. Which does happen in Night Trap; that was like the cardinal sin of those old FMV games was, Hey, if you get a game over, youre seeing the same footage again. Suddenly the magics gone. Or even Phoenix Wright, you have the risk-reward mechanic to make it feel like theres a challenge to it. But the point in a Phoenix Wright game where you fail and you have to restart and youre like, Oh my god.I did this little interactive pilot for [production company] Eko of WarGames, and when I did Her Story, it was very indie, lo-fi. I was costume, makeup, photography, everything. But then when I went and did the WarGames thing, it was my first time working with a full film crew. And I remember the wardrobe person coming up to me before we were about to shoot, and they were asking me to choose a hat. And I was like, Why is it so important to them that I pick a hat? Because my game director brain was like, You can keep changing hats until you ship. You shoot the mocap, and then you can put different hats on, and you can move the camera, and you can do all this stuff. It is a very obvious thing! But suddenly I realized in that moment, Oh shit, yeah, if youre shooting live action and we choose the hat, thats the hat. Outside of Marvel-scale reboots.McElroy: [laughs] Right? Listen, the hat isnt working, guy, we got feedback in.Barlow: I love, on a film set, being able to be looking in-camera and then moving props around. I mean, technically I shouldnt, because thats a union thing. But I mean, going in and tweaking the mise en scne, and improvising things with the actors, and having that ability to, there and then, be very free. Whereas in games, if I was like, I want to change the shirt this characters wearing, or if I want them to turn around and pick up this thing, people are going to be like, Sam! Do you know how expensive it is to remodel a shirt or animate picking up a random prop? Like, dude! So there was this really nice sort of freedom to be hands-on with the footage, but then you realize, Oh, what we commit to becomes frozen in time.Which, I mean, still kind of happens in games. I remember being amazed hearing that on [Fullbrights] Tacoma and I can understand why they did this I believe with Tacoma, one of the very first things they did was record the script, because so much of it would then map out spatially across their spaceship. Because that whole game was like, characters walking around talking, and you can sort of scrub a timeline. So I think they kind of decided that something was going to have to get set in stone to make it all work, and it was the script. But I remember that sounding terrifying to me that youre making a narrative game and the first thing you lock is the script.I think theres lots of different, interesting things that are or arent fixed. I mean, its funny when people sort of question if an FMV game can even be a game because of the lack of player control. And Im like, Do you realize whats happening when youre playing Uncharted? You do realize that 50% of those real-time cutscenes are actually pre-rendered to hide streaming and to facilitate things?This is the final excerpt of this conversation between Sam Barlow and Justin McElroy. You can read all the previous entries, including the most recent, which contended with Roger Eberts famous assertion that art must be fixed, and that video games, with their player choice and multiple endings, cannot be art.The Great Game: The Making of Spycraft recently won the New York Videogame Critics Circles New York Game Award for Best Games Journalism.
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  • CASETiFYs BioVeg Collection Eliminates Leather While Maintaining Style
    design-milk.com
    Global tech accessory brand CASETiFY is making strides toward sustainability with its new BioVeg Collection, offering eco-conscious consumers an alternative to traditional leather phone cases. The BioVeg Collection is crafted from a leather substitute that is five times stronger than conventional leather alternatives, while reducing CO2 emissions.For those seeking durability in a leather-free phone case, the CASETiFY BioVeg Collection presents a compelling option. While its long-term resilience remains to be seen, it offers a promising alternative. Apples FineWoven material, another leather substitute, faced criticism for its lack of durability, leading Apple to scale back its FineWoven product line though some accessories remain available.The BioVeg Collection comes in four colors, including Black, Tan, Lilac, and Mint, featuring CASETiFYs signature design with a minimalist body and a black-framed camera cutout displaying the CASETiFY logo. Customers can also personalize their cases with custom text, allowing for names, quotes, or other messages displayed in various typography options.On top of the BioVeg phone cases, CASETiFY is also introducing a range of additional accessories that make use of its leather alternative. Many of those accessories are designed with heart-shaped details, including cross-body straps, a MagSafe wallet for the iPhone, and even a BioVeg cover for the AirPods 4.While CASETiFYs BioVeg cases are priced at a premium, they remain competitive within the high-end phone case market. The phone cases retail for $74, while the MagSafe wallets start at $42 for solid colors and $46 for the heart-shaped versions (available in two colors solid Black and a Tan and Red). Apple AirPods 4 cases come in at $42 in Black and Tan options only. Hopefully, CASETiFY will continue to expand the lineup, especially if the accessories prove to be durable over time.You can check out all of the new CASETiFY BioVeg Collection of phone cases and accessories at the CASETiFY website.This post contains affiliate links, so if you make a purchase from an affiliate link, we earn a commission. Thanks for supporting Design Milk!
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  • UX, how can I trust you?
    uxdesign.cc
    Steps for designers to foster confidence in the age of mistrust.Continue reading on UX Collective
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  • Thinking past the cliche of LLMs AI design patterns
    uxdesign.cc
    Nowadays, each time I see AI tools I often see a copy of OpenAI frameworksidebar on the left and chat in the center right. I loveContinue reading on UX Collective
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  • Looking to enhance your images with cutting-edge AI technology? DlssTools offers easy-to-use solutions for upscaling and improving graphics with deep learning techniques. Whether you're a developer, designer, or gamer, you can instantly boost your image quality and resolution with just a few clicks. Discover the power of AI-driven tools and take your graphics to the next level at <a href="https://dlsstools.com/">DlssTools</a>!
    Looking to enhance your images with cutting-edge AI technology? DlssTools offers easy-to-use solutions for upscaling and improving graphics with deep learning techniques. Whether you're a developer, designer, or gamer, you can instantly boost your image quality and resolution with just a few clicks. Discover the power of AI-driven tools and take your graphics to the next level at <a href="https://dlsstools.com/">DlssTools</a>!
    DLSS Swapper - Ultimate DLSS Management Tool
    dlsstools.com
    Free tool to manage DLSS, FSR and XeSS versions in your games. Support for Steam, GOG, Epic Games, Xbox and more. Download now to optimize your gaming experience.
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