Most 3 Popular Posts of The Week!
Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
How Ghost of Tsushima's Open World Changed During Development
- Get link
- X
- Other Apps
Ghost of Tsushima’s open-world island offers an expansive, varied landscape, from its wintery north to the Golden Forest to seaside cliffs and more. Balancing forests and more open fields became a key component of Ghost of Tsushima’s design, but the world didn’t always start out that way. Speaking to IGN on an episode of our PlayStation show, Podcast Beyond! Creative Director and Art Director Jason Connell explained how, during its development, Ghost’s titular island featured a lot more forestation. Watch the Podcast Beyond! episode below. [ignvideo url="https://www.ign.com/videos/2020/07/24/ghost-of-tsushima-creative-director-interview-podcast-beyond-episode-658"] “When we had the game built for the first, maybe, two years, it was a lot of forests,” Connell said. “It was a ton of trees and...you always felt like you were in this claustrophobic tunnel. [It was] beautiful, but really deep, forestation, which does a couple of things. “It is very cool, but it makes it hard to know where you are without a compass or a mini map, something giving you that extra information your brain is really needing. What we did was we started opening up fields, and I definitely pulled some Shadow of the Colossus photos out, and [said], 'Fields!' as reference because it just feels so spic when you're going through a massive field.” [widget path="global/article/imagegallery" parameters="albumSlug=ghost-of-tsushima-photo-mode-greatest-shots-by-ign-staff&captions=true"] And Ghost of Tsushima’s world strives to have that balance, with some more dense areas, closed off by trees, bamboo thickets, and other vegetation, as well as open fields, which Connell explained played to one of the core design philosophies behind Ghost of Tsushima. “Our content director, Jeff, talks a lot about content density and what is the correct density, Connell said, explaining that it’s the idea of “Thinking about if you were currently doing something, you're going across the world and you run into something, how much further would you have to ride your horse before you might find the next thing? Or, can you see the next thing from where you currently are? How dense is it? “And I really enjoyed that conversation because it let us think about what's the right philosophy for our game. If we want to stand in one place, you just completed something, you should be able to, generally speaking, look around and find one more thing on the horizon, or see the shrine you on top of the mountain.” [ignvideo url="https://www.ign.com/videos/2020/07/14/ghost-of-tsushima-review"] For more on Sony's latest PS4 exclusive, check out our Ghost of Tsushima review, read about Ghost of Tsushima's launch sales success, and if you're playing be sure to keep track of your progress using our interactive Ghost of Tsushima map. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and will judge you if you don't pet the fox in Ghost of Tsushima. Talk to him on Twitter @jmdornbush.
source https://www.ign.com/articles/how-ghost-of-tsushimas-open-world-changed-during-development
source https://www.ign.com/articles/how-ghost-of-tsushimas-open-world-changed-during-development
- Get link
- X
- Other Apps
Comments
Post a Comment