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The Arc in Arc Raiders have multiple "brains," and they all love pursuing you because Embark gives them "rewards" in real-time via machine learning: "I learned to walk on my own"
Embark Studios is utilizing a machine learning architecture for Arc Raiders' enemies, where AI agents are rewarded in real-time for pursuing players. This creates a feedback loop that drives the AI's aggressive behavior, with multiple neural networks controlling these entities.
Echoes of Myth - Souls-Inspired Action Roguelite by Finnish Solo Developer Launches Today on Steam
Echoes of Myth, a Souls-inspired action roguelite by Finnish solo developer Jukka Tykkyläinen (Shifting Reality Interactive), has launched on Steam for PC. The game features deliberate combat, build-driven roguelite runs, and a fractured world where players forge powerful builds using relics. It evolved from an action RPG concept to its current roguelite structure during development.
WoW's Horde And Alliance Divide Was Only Agreed On Less Than A Year Before Release
Former Blizzard veteran Jeff Kaplan revealed that the decision to divide World of Warcraft players into the Horde and Alliance factions was finalized only nine months to a year before the game's 2004 release. The controversial feature was strongly advocated for by Blizzard co-founder Allen Adham, despite initial arguments against it from Kaplan and Rob Pardo, who came from an Everquest background where such divisions were not present.
1 Catline Review | TheXboxHub
1 Catline is a puzzle-platformer where players control a girl and a long, floating cat that can be used as a platform or staircase. While the game features clever puzzles and an innovative core mechanic, the review notes that the constant need for character switching and repositioning can be frustrating. Despite its fresh take on the genre, the article suggests the game could have been better by focusing more on the puzzles themselves.
Pokemon Pokopia Is Stellar, But It Could Be So Much Better
Pokemon Pokopia is a successful spin-off for Nintendo, featuring a large world and many Pokemon to befriend. However, the article suggests several improvements to enhance the player experience, including shared storage across all boxes, a larger and interlocking map, better fast travel options, easier ways to locate Pokemon and check their comfort levels, more flexible building tools, and the ability to summon Pokemon directly to build sites.
Tiny Fairy, Big Vibes: ‘Cirno! Lifts a Boulder’ Drops on Steam Today
The indie game Cirno! Lifts a Boulder, developed by unpaintedship, has launched on Steam today with a launch discount. The game features a simple premise of a small fairy lifting a large boulder, emphasizing wholesome vibes and a refreshing departure from complex AAA titles. Its art direction by slasco is highlighted as a key element in its appeal, offering a bite-sized, engaging experience that respects players' time.
Dawn of War 4 playtesters want the combat to take longer because of how much they enjoy watching it
Playtesters for Warhammer 40,000: Dawn of War 4 have requested that combat sequences be extended due to their enjoyment of watching the detailed animations. Senior game designer Elliott Verbiest discussed how the team adapted mechanics like the Necron resurrection orb for multiplayer balance, opting for a building-based approach rather than a simple 'undo' button. The game is targeting a 2026 release on PC.
Resident Evil 2 Director Says Requiem Needs a 'Non-Scary' Mode for Fraidy Cats Like Him
Game designer Hideki Kamiya has suggested that Resident Evil Village should include a 'non-scary' mode to allow players to enjoy the puzzles and combat without the intense horror elements. He believes this would make the game more accessible, drawing parallels to titles like SOMA and Crow Country which offer options to reduce or remove threats.
New Features Added Including Enemy Party Function and Message Preview Major Update Ver. 2.3 Released
SmileBoom Co.Ltd. has released the major update Ver. 2.3 for "RPG Developer Bakin," introducing new features like an Enemy Party function and message preview to enhance game development flexibility and efficiency. The update also coincides with the "SmileBoom Spring Sale 2026," offering discounts on the game and its DLCs until March 19, 2026.
Call of Duty: Ghosts Gets Its Overdue Respect from Gaming Community
Call of Duty: Ghosts, initially criticized in 2013, is now receiving renewed appreciation from the gaming community and content creators. Aspects like its dynamic maps, Extinction mode, and darker campaign are being highlighted as innovative. The game's deliberate pacing and weapon handling, once seen as flaws, are now viewed as intentional design choices that have aged well with shifts in the gaming landscape.
Breaking Down RE Engine’s Technical Brilliance
Capcom's RE Engine is a powerful game development tool that enables the creation of diverse, high-fidelity titles across multiple genres. Its technical brilliance lies in its ability to scale systems, optimize assets, and render realistic visuals, as demonstrated in games like Resident Evil Biohazard, Monster Hunter Wilds, and Street Fighter 6. The engine's evolution has allowed it to handle everything from claustrophobic horror to massive open worlds and fast-paced fighting games, setting a benchmark for modern game production.
How Silent Hill f developers crafted tense melee-only combat
NeoBards studio creative director Al Yang discusses the design philosophy behind Silent Hill f's melee-only combat system, emphasizing tension and resource management over traditional gunplay. The game, available on PlayStation 5, focuses on building fear through anticipation and incomplete information, with weapon durability and a 'master key' system providing unique combat mechanics.
Gnomecast 232 - The Art of the Con Game
Ang, Jason Haskins, and Mike Mistele discuss the key components that contribute to a successful convention one-shot game. The episode also mentions the Origins Game Fair and Matinee Adventures.
Here's where to find Game Developer's coverage from GDC Festival of Gaming!
Game Developer is providing extensive coverage from the GDC Festival of Gaming, including interviews with developers, session writeups, and live podcast recordings. The editorial team is actively interviewing industry figures to discuss trends and innovations.
World of Warcraft: Midnight Review – Of Void and Light
World of Warcraft: Midnight, the second part of a planned trilogy, continues the narrative established in The War Within, focusing on the Void's invasion of the Sunwell. While it lacks a single major new feature like its predecessor, it introduces smaller-scale additions such as player housing and new quest types, alongside remade classic zones. The expansion offers a 15-hour campaign that sets up future story beats, with a level cap of 90 and a focus on narrative progression through various questlines and dungeons.
Dispatch doesn't let you derail conversations with blank, vacant stares because 'less than 1%' of players ever chose to stay silent in Telltale games
AdHoc Studio decided against including a silent dialogue option in their game Dispatch, as less than 1% of players utilized this feature in previous Telltale Games titles. Developers Nick Herman and Dennis Lenart explained that implementing and supporting this feature for every dialogue choice would have been too resource-intensive for a new studio, despite its potential appeal for roleplaying.
The Hype for Saros Grows with Its Shortest PS5 Gameplay Video Yet
A new 14-second gameplay video for Saros showcases its aggressive, kinetic 'pull forward' mechanic. The upcoming PlayStation 5 title, set to release on April 30th, is described as a fast-paced third-person shooter with roguelite elements, aiming to be less punishing than its predecessor Returnal with more permanent progression and an overt story.
Nintendo knew Donkey Kong Bananza wouldn't be nearly as fun if you were destroying basic blocks: "It is more…
Nintendo developers found that simply destroying blocks in Donkey Kong was not satisfying enough. They realized that destroying beautiful or seemingly indestructible elements was more fun, leading to a focus on visually appealing destruction in the game's design. This insight came from programmer Tatsuya Kurihara during a Game Developers Conference talk.
Dispatch is lying to you about RNG for your own good, just like XCOM: "Those guys are pretty smart, so we thought…
Dispatch developer AdHoc Studio has admitted to intentionally manipulating the game's random number generation (RNG) to benefit players, a practice also employed by XCOM developer Firaxis. This approach aims to ensure a more favorable experience and prevent players from feeling unfairly penalized by bad luck.
Marvel Rivals producer on game balance: ‘If a character is no longer fun, then we’re not doing our job’
Marvel Rivals' executive producer Danny Koo discussed the game's balance philosophy, emphasizing that maintaining 'fun' is the primary goal. NetEase Games uses player data, feedback, and subjective observations like 'time to kill' to tune characters, aiming to keep players engaged without breaking the game's competitive integrity.