Tumgik
#xboxes can be spooky right
russellrustles · 2 years
Text
Game Night - c. leclerc
Tumblr media
a/n: just a little something to get back into writing! This is mainly fueled by my current obsession with horror games. Maybe this counts as an early Halloween fic?
warnings: just a light dash of occasional swearing
word count: 2.3k
summary: for some extra entertainment, you decide to make your regular game night a little more spooky, and Charles is determined to prove that he’s not the only one feeling unnerved.
masterlist
--------------------
“You ready?” Charles asks, dramatically flopping down next to you on the sofa and throwing the Xbox controller at you. He’s quick to sprawl out across the majority of the sofa, reaching for a blanket that’s thrown over the back of it and snuggling up amongst all the pillows.
“I will be once I have enough room to sit here without falling off,” you reply, and he looks over at you with a confused expression before realising that you’re sitting with your legs tucked against your body right on the edge of the sofa. He gasps quietly and then breaks into a laugh, now aware that his attempts to get comfortable have resulted in you nearly landing on your ass on the floor. 
“My bad - come here,” he apologises, shifting over to the side a little and reaching over to pull you down until you’re lying down next to him, neatly tucked against his body. You give an incoherent little mumble of approval before resting your head on his chest and grabbing the hem of his t-shirt to have something to fiddle with. 
Charles gently picks up your hand and guides it to his cheek instead, quietly saying something along the lines of, “Darling, you’ll wear out all my shirts if you keep picking at the loose strings.”
You respond with a stubborn hmph but settle on running your thumb along his cheekbone. 
He grabs the controller again, pressing a few buttons and turning on the game. The two of you usually prefer more light-hearted, multiplayer games for your game nights, most commonly something like Mario Kart that leaves the two of you hurling jocular obscenities at each other, but after some discussion you had decided that it’s finally time to switch it up a little and play a horror game. 
In preparation for the game, you’ve already turned off every light in the house and shut all the curtains - if you’re going to be scaring yourselves, then you have to go full-out, just for that extra credit.
“So, like, how are we going to do this if it’s single-player?” Charles asks, starting a new game and placing the controller down as the loading screen comes on.
You ponder over the matter for a second, before conceding, “We’ll just swap every now and again.” He gives a small hum of agreement, idly running his fingers through your hair whilst waiting. Sighing contentedly, you embrace the moment of intimacy before his hand leaves your hair and picks up the controller once again despite your weak protests. 
Neither of you have played this particular game before, only having read the description and watched a short trailer for it, and you’ve persistently nagged Charles not to read or watch anything more about it in order not to spoil anything for tonight. 
“Are you sure about this?” he laughs quietly, selecting a new save file and causing another somber loading screen to appear on the TV. You nod confidently, determined not to chicken out tonight and to fully finish the game - whether Charles would stick around for the entire duration of it is another matter. 
He’s not a wimp by any means - for Christ’s sake, his entire job revolves around him doing stuff that requires an insane amount of bravery - but sometimes when it’s just the two of you and he feels like he can show a bit more vulnerability he’s quick to cuddle up to you or tuck himself under a pile of blankets if there’s a particularly bone-chilling scene in a movie. However, you don’t really have the right to mock him for that, seeing as the last time you watched a horror movie together you hadn’t allowed him to turn the bedroom lights off for three nights afterwards. 
Soon enough, the game begins, with the initial setting being some sort of dingy, decrepit corridor. The classic horror game first-person point of view adds to the rising sense of vulnerability as Charles slowly starts to explore what seems to be a rundown house. Silently, you both take in the details of the environment, hyper-vigilant as you pass doors barely held on by their hinges and windows showcasing an outside world far too heavily steeped in darkness to show anything of comfort. 
Charles is the first to break the silence.
“Are those claw marks?” He stops moving down the corridor to closely examine a wooden door. You squint your eyes a little, trying to take a closer look, but in the poor lighting you simply can’t make out much detail and reply with a shrug.
After that, the tension doesn’t fall in the slightest. There have been no jumpscares as of yet, nor any paranormal encounters, but the rising feeling of helplessness and the persistent thought that there’s a chance that you’re being watched makes the trek through the seemingly never-ending maze of rooms and corridors greatly unnerving. 
Eventually, you’re faced with a locked door, and Charles sets off to attempt to solve a puzzle of sorts in order to unlock it. You busy yourself with stroking his shoulder and chest instead of his cheek, unwilling to admit to him that you’re feeling slightly creeped out. 
And maybe it’s just paranoia, but in the corner of the screen, in the darkness of the room…
“Oh my god, that’s a face! Right there!” you yelp, pointing accusingly at the exact spot where you’re certain you’ve just seen a distorted face emerge. 
“Where? Where?” Charles panics, abandoning the puzzle and frantically looking around the room. After a thorough search, he looks down and frowns, “There’s nothing here,”
“But I swear!”
The two of you burst into laughter in an attempt to ward off the skittishness that you’ve been experiencing since you began playing. Seeing this as an opportunity to take a tiny break, you ask Charles to pass over the bowl of popcorn that you’d prepared earlier.
“Why can’t you do it yourself? Just lean over and grab it,” he whines, dramatically throwing his head back in mock distress. 
“You see, that’s exactly what the problem is, Charlie,” you begin to explain in a very serious tone, “if I lean over and put my hand over the gap between the sofa and coffee table, a monster could reach up and grab it and pull me down and-“
He furrows his brows before replying, “So you’d rather have that happen to me?”
After a brief pause, you mumble, “Yeah, pretty much.”
“Wow,” he drawls, rolling his eyes but yielding and handing over the bowl of popcorn, resting it on his stomach as he lays on his back. 
Giggling quietly at your victory (and the guaranteed safety of your hand) you busy yourself with munching on the snack as Charles returns to the puzzle.
He’s quick to solve it, and you give a little cheer and whoop of joy as he now moves through the door. Yet, despite the short-lived moment of triumph, you can’t help but feel that something’s just off.
All of a sudden, the lights in the newly-unlocked section of the corridor start to flicker before turning off completely, only to answer Charles’ hmm of confusion with a blood-curdling jumpscare.
Charles’ limbs go flailing in all directions and you cling onto his chest, ignoring the clattering of the controller on the floor and the popcorn raining down around the room as the pair of you somehow manage to launch it in the air with your sudden movements. 
“Nope, no, fuck this,” he blurts out, picking up the controller, shoving you into an upright sitting position and climbing onto your lap, “It’s your turn to play now - I’ve seen enough.”
You laugh a bit out of sheer shock, slowly wrapping the blanket around you and Charles as he sits sideways across your lap, his face pressed against your neck as he clings onto you. “Are we calling it a day and going to sleep or continuing?” you ask him, running a hand up and down his side in an attempt to comfort him. 
“You’re continuing, I’m sitting here safe under this blanket and watching,” he states firmly. 
“Oh, shush,” you giggle, picking the controller back up and shifting your attention to the game once again.
The jumpscares and tense atmosphere only get worse from that point onwards, leading you to question whether admitting defeat and leaving the game for another day would be a sensible choice. Yet, just to prove a point and boost your own ego, you keep forcing yourself to plough onwards through the plot of the game, doing your best to mask your shaking as feeling cold and your yelps as awkward coughs. 
“You can’t be cold when there’s a blanket and an entire person on top of you,” Charles questions you, raising an eyebrow and smirking. You shrug absentmindedly, pretending to be too focused on solving another puzzle to answer him properly. “Just admit that you’re scared,” he continues.
“I’m not scared,” you mumble, refusing to look him in the eye, “you just need to do a better job of warming me up.”
He immediately bursts into laughter and you cover his mouth with one hand before he gets the chance to make any further comments.
Without a doubt, the final few minutes of the game prove to be more horrific than anything you had witnessed up to this point. You can’t even tell if Charles is watching at this point as the maze of corridors gets unmanageably convoluted during a chase scene. To be completely honest, if you could close your eyes at this moment too then you eagerly would.
But no - you have to be able to brag about finishing the game. It’s a simple matter of earning bragging rights and an ego boost. 
By the time it’s all over you can feel your heart pounding in your chest and Charles tightly holding onto you with both arms. 
 He’s the first to speak, “What the hell?”
“Yeah, what the hell,” you mumble, thoroughly spooked yet unwilling to admit it. 
You both just sit there for a minute or two, staring at the blank black screen and trying to take in the events of the last few hours. By now, judging by the sliver of moonlight creeping in past the drawn curtains, it must be well past midnight.
“I think we should maybe clear up all this popcorn,” you mumble once you’re out of your stupor, giving Charles a gentle kiss on the head before shifting him off your lap. He stands up right after you do, shooing you away from the pieces of popcorn on the floor and taking the bowl from your hand.
“You go up to bed, I’ll sort this all out,” he assures you, gently pushing you in the direction of the bedroom.
“Are you sure?” you ask, feeling rather guilty just leaving him with all this mess. 
He nods in affirmation and you slink off with the intention of having a quick shower before you get into bed, despite the late hour. 
But the further away from the living room you get, the more eerily dark your surroundings get…
And for some reason, your corridor has never looked so menacing…
You scold yourself for being so childish - it was just a game, after all, nothing real at all - yet still sprint to the nearest lightswitch and slam your palm down on it. Ignoring Charles’ concerned shout of, “Is everything alright?” you make your way to the ensuite bathroom with renewed confidence. 
By the time you’re snuggled up under the duvet in bed, you’ve made sure to turn on all the bedside table lamps and the fairy lights strung around the room - Charles had spent an entire afternoon putting those up a few months ago, because every time he secured one end, the other end would fall right down.  You’ve managed to create quite a cosy atmosphere in the room, determined to ward off your paranoia and instead replace it with warm relaxation.
The sudden appearance of a figure at the bedroom door makes you gasp and Charles’ raucous laughter fills the room, “You said you weren’t scared, amour?”
“I’m not, you just surprised me!” you deny his assumptions, rolling over onto your side and facing away from him. You can’t possibly give him the satisfaction of you admitting that you’re only faking fearlessness.
“You don’t recognise your own boyfriend? I am very upset,” he sighs, feigning offence. You hear him taking off his hoodie and sweatpants, followed by the gentle click of him turning off the lamps.
“Leave them on,” you whisper, barely audible under the heap of duvet and blankets that you’ve buried yourself under. He ignores you, turning off the fairy lights as well before climbing into bed. Wrapping his arm around your midsection, he pulls your back against his chest. 
“Maybe I was terrified while we were playing the game, but at least I’m not scared of the dark afterwards,” he teases you, paying no attention to your groan of protest. 
“You’re so annoying,” you grumble, only to be met with an amused huff from Charles.
“I love you too,” he whispers, giving you a kiss on the cheek before laying his head down on the pillows. 
Already drifting off, you manage to quietly mutter back a slurred, “Love you.”
After a few seconds of silence in which you presume he’s fallen asleep, Charles whispers, “But, you know, if you wake up and the lights start flickering and there’s some scratches on the door-”
A gentle kick to the shin is enough to cut him off mid-sentence, but it doesn’t stop him from giggling as he holds you tighter. He knows you too well - you wouldn’t be able to hide a secret from him even if your life depended on it.
Maybe next time you’ll just stick to playing Mario Kart.
--------------------
a/n: please nag me to post more regularly in the future! thank you for reading :)
TAGLIST: (read this post for more info about my taglists)
@seastarapiaries @idkiwantchocolatee​  @ohthemisssery
924 notes · View notes
gamegeekly · 4 months
Text
Return of a Nightmare 13 years in the making, Alan Wake 2.
With spooky season right around the corner, it is the perfect time for Remedy to promote their new upcoming game, Alan Wake 2. To help hype up some new fans and refresh some old ones, let’s talk about Alan Wake.
Released in May 2010, we were introduced to our unexpected hero, world-renowned writer Alan Wake, who decided to travel with his wife Alice to the small town of Bright Falls, Washington, at the encouragement of his friend/agent Barry Wheeler. Everything seemed lovely in this small town as they celebrated the 68th annual Deer Fest, that was until, of course, a dark presence kidnaps his wife. Now, it is up to Alan and those he meets along the way to unravel this twisted tale to find and save his wife. With the help of your handy flashlight and firearm, the player sets out as Alan as you discover more secrets around the town and slowly solve the mystery of Cauldron Lake. Players will find manuscripts written by Alan scattered about depicting previous scenes and those yet to occur. We learn more about who our hero is through the fears and strengths shown in this multilayered game’s incredible storytelling mechanics.
Alan Wake 2’s official site created by Remedy gave us this little insight into what happened to our hero’s fate, “Alan Wake is not dead, although he has wished he was many times. For 13 years he’s been a prisoner in the Dark Place, where his nightmares, his fears, and his stories manifest as reality around him. For 13 years, he has been fighting to stay sane and write a story that would change reality around him in order for him to escape. So far, he has failed.” A small but well placed detail that Remedy uses is not only did the fans have to endure 13 unknown years but so did Alan. Moving on we are introduced to a new character, Saga Anderson, that we know very little details besides she is reputable FBI agent who is on a case placing her in the small-town of Bright Falls. Fans have gotten the feeling that history is about to repeat itself as Remedy showed gameplay during the Summer Games Fest where we get a first look at Saga equipped with a flashlight and handgun fighting back the dark presence all while discovering a mysterious horror story manuscript.
Advertisement
about:blank
The dark, mysterious, and downright scary ambiance and detail this new game presents shows how much of a passion project this game truly is to those who worked on it at Remedy. It also shows how well their skills have been honed and improved in over a decade. Senior Community Manager Vida Starčević discussed in a behind the scenes Remedy’s storytelling dedication, “Remedy’s really found its niche. We know our strengths. We know what we are good at. We know that that is world building, that is atmosphere. And we keep building on these strengths and we keep investing into all other areas and seeing how can we do more, how can we go bigger, how can we go bolder?” From what fans have seen so far Alan Wake 2 has definitely improved in a bigger bolder way. Now we can only hope that continues with the full release. There is currently two options for pre-order that fans can select from.
Standard Edition: Includes the Alan Wake 2 digital base game
Deluxe Edition: Includes the Alan Wake 2 digital base game and the following exclusive content: 
Expansion Pass (Night Springs Expansion and Lake House Expansion) 
Nordic Shotgun Skin for Saga (Part of the Expansion Pass) 
Parliament Shotgun Skin for Alan 
Crimson Windbreaker for Saga 
Celebrity Suit for Alan 
Lantern Charm for Saga 
Both editions of the game offer a pre-order bonus that gives players the following:
Ornate Revolver Skin for Alan 
Survival Resources Pack for Saga 
Oh Deer Diner Sweater for Saga
Players are able to purchase this new installment on PC (Standard edition $49.99 and Deluxe edition $69.99), Playstation 5 (Standard edition $59.99 and Deluxe edition $79.99), and Xbox Series X/S (Standard edition $59.99+ and Deluxe Edition $79.99+).
Happy Spooky season and remember to always carry a flashlight.
1 note · View note
jcmarchi · 4 months
Text
Bendy And The Ink Machine Movie Announced
New Post has been published on https://thedigitalinsider.com/bendy-and-the-ink-machine-movie-announced/
Bendy And The Ink Machine Movie Announced
Tumblr media Tumblr media
Bendy and the Ink Machine released as a set of chapters back in 2017 before a full complete release hit PlayStation 4, Xbox One, Switch, and PC the following year. Since then, it’s become a fan-favorite horror game, thanks to its unique classic cartoon art style and fun puzzles. Now, players will officially get to see the haunts of Bendy and the Ink Machine on the big screen one day. 
The official Bendy Twitter account posted an image on December 25 that features Bendy’s hand pointing at a projector, and on the projector, you can read, “Bendy is coming to the big screen.” Check it out for yourself below: 
In the image, we also see the Joey Drew Studios logo – that’s the game’s developer – and a logo for the Radar Pictures film production company. Radar Pictures is behind the rebooted Jumanji franchise starring Dwayne “The Rock” Johnson, and other movies like The Last Samurai, Revenge of the Nerds, and the first two Bill & Ted movies. 
Other than that, there’s not much else to glean from this image; there’s no release date or window for the movie and no hint at what it will be about (although presumably, it will follow the events of Bendy and the Ink Machine). However, Bendy creator Paul Crawford, better known as theMeatly, tweeted yesterday, “We are super committed to making the Bendy movie as quality, scary, exciting, and honoring to the Bendy world as possible,” adding, “It needs to be done right and with care.” 
We are super committed to making the #BENDY movie as quality, scary, exciting, and honoring to the Bendy world as possible. 🙂 It needs to be done right and with care.
… Now that I said the official stuff, let me just add.. “SQQQQUEEEE!!!! A BENDY MOVIE!!!!” 🥹🥹🥹
— theMeatly (@themeatly) December 25, 2023
Elsewhere in the world of Bendy, Joey Drew Studios released Bendy and the Dark Revival, a sequel of sorts to Bendy and the Ink Machine, in November of 2022. 
For more, read Game Informer’s list of 13 spooky indie games (including Bendy and the Ink Machine) when you’re in the mood for horror. If you really like that classic cartoon visual style in games, check out this upcoming game called Mouse. 
Have you played Bendy and the Ink Machine? Let us know what you think of it in the comments below!
0 notes
zydrateacademy · 9 months
Text
Current Activities in Baldur's Gate #1
Man it's been a while since I've had some stuff to say. I never left Tumblr, by the way. Just browsed and lurked my dashboard. Per my work schedule these days I spend my time at home actually playing my games rather than blogging about them. My previous spurt of all those "current activities" archives was mostly back when I was sharing a computer and playing games on Xbox. So my brother and I, depending on some variables, would be essentially trading depending on what we were doing.
But going from a 4-hour shift part time K-mart cashier to a just almost full time produce clerk leaves me less time to just post about my gaming ventures all willy-nilly.
Anyway, Baldur's Gate 3. It's good, it's great. I've spent the post-Early Access hours mostly in character creation and getting various ladies off the beginning nautiloid. There's so many classes and race combinations I want to try so another 30 hours post-EA and I still haven't seen the second act yet. This is typical for a Larian Studios game, same thing happened to me on DoS2.
Just this morning I discovered the hag's bog area which I never actually found in EA but it was probably there. There's just so many goddamn things to do.
I plan on posting some screenshots but this is a bit of a rush-post before a workshift. I need to look up what Tumblr's guidelines are on titties these days because one of my two main characters is rather skimpy. My asshole warlock tiefling who basically has ideations of nudism, but she is still a warlock so she has a skirt and belts to carry her stuff. And a hood because it's spooky and she likes spooking people. But in camp it's all nude and she doesn't give a shit. Weighs her down.
I do at least have a headshot of her that's SFW.
Tumblr media
She's cool. Wish the runic tattoos were all over her body.
Because I've spent so much time in character creation, my next post will be more in-depth with my various characters and my general plans with them. This includes both Dibbe and Kiur Kenneth, two of my long-time characters I typically play on a variety of games. If there's a lizard available, I'm absolutely going to be playing Dibbe again.
Tumblr media
Odd that I never thought to do so on DoS2.
Not everyone has a screenshot available because some of them are still on the crashing tutorial ship. I get this "mood" to play certain types and right now I'm all rogue and all warlock, but I really want to play a monk because I keep finding monk-adjacent gear... which is exactly the kind of thing that I did on DoS2. I kept finding off-class gear so I'd go roll a new character with that build in mind.
Anyway the absolute scale of the game is immense. Some people have been turned off by the DnD-nature of it, the fact you can only attack once and do one utility thing and that character's turn is over. Honestly it really is not different from the action points of Fallout/DoS2, and it bears decent similarity to Xcom. Same thing on Xcom, you only had two actions or so on that as well (with some buffs with gear, tech, levelups, etc). I'd hazard to say if you liked the old Fallouts, Wasteland, Xcom... this game is still adjacent.
I'll have more to say later. Perhaps after work.
0 notes
thetoxicgamer · 1 year
Text
Free Ghostwire Tokyo update adds new content, and Denuvo DRM
Tumblr media
The latest free update for Bethesda's supernatural action horror game Ghostwire Tokyo adds new single-player story missions, combat skills, extra photo mode options, and a new game mode. Before the publisher's Starfield release date, some players could be concerned about the Spider's Thread DLC patch's apparent addition of the contentious Denuvo DRM technology to the game. Ghostwire Tokyo Spider’s Thread is out now on Steam, the Epic Games store, and the Microsoft Xbox store alongside PlayStation and Xbox consoles. The free update also includes some quality of life improvements, including the addition of individually assignable key bindings, and updates to various achievements. Alongside the new content, it seems that the new Ghostwire Tokyo patch has introduced Denuvo anti-tamper DRM (digital rights management) to the game. Denuvo is often considered a controversial anti-piracy solution, due to instances of it having a detrimental effect on in-game performance. This news comes just a day after Capcom removes Denuvo from Resident Evil Village, following Square Enix doing the same for several of its PC releases. https://www.youtube.com/watch?v=HhuyNRo3C0c After some testing, DSOGaming confirms that Ghostwire Tokyo now uses Denuvo following this latest update. By altering the number of CPU cores being used by the game several times, an authentication message from Denuvo appears confirming that the game can no longer be authenticated “on new devices.” It’s unusual to see such tools added so long after release, but it’s worth noting that the game recently arrived on Microsoft’s PC Game Pass subscription service, and with that alongside the Spider’s Thread update it’s likely that Bethesda expects the game to be back in the limelight once again. Developer Tango Gameworks also drew plenty of attention recently for its surprise hit Hi-Fi Rush. The addition of Denuvo with the release of the Spider’s Thread update will likely only add fuel to the fire around upcoming Bethesda games such as Starfield as it’s announced that Redfall uses Denuvo anti-cheat on PC. There’s currently no confirmation that the service will be used for Starfield, but with Bethesda implementing it in increasingly more of those games, it certainly seems like a strong possibility. Take a look at our Ghostwire Tokyo review to see what we made of the original release, and check out more of the best ghost games on PC if you love your supernatural spookies. Read the full article
0 notes
techarena · 1 year
Text
The Witcher 3 Wild Hunt next-gen Update: Best Additions To Try
Tumblr media
CD Projekt Red released the highly anticipated next-gen update for The Witcher 3: Wild Hunt in December 2022. This update not only gives the game a graphical overhaul but also introduces a host of new features for players to enjoy. In this article, we’ll explore some of the most notable new additions to the game that players should check out.
Tumblr media
The Witcher 3 Wild Hunt next-gen Update: Best Additions To Try
Find and Complete the Eternal Fire Quest One of the biggest content additions included in the next-gen update is the "In the Eternal Fire’s Shadow" side quest. This quest leads Geralt to free the spirit of the deceased witcher, Reinald Philter, and includes a spooky mine to explore, armed bandits, and a boss to defeat. Completing this quest will reward you with 75XP, a negotiated amount of crowns, and most importantly, the Forgotten Wolven diagrams. To unlock the quest, visit Devil's Perch in Velen, where you'll find an Eternal Fire priest standing by a cart close to the location’s signpost. Speak to the priest to activate the quest. The quest's suggested level is 15, so it may be challenging if you're below level 10. Find the Forgotten Wolf School Gear The next-gen update also adds a new set of Forgotten Wolf School Gear to the game. This gear's armor matches what Henry Cavill wears in the Netflix Witcher series. Completing the "In the Eternal Fire's Shadow" quest gives you the Forgotten Wolven diagrams and unlocks the Forgotten Wolf School Gear treasure hunt. To get the mastercrafted and grandmaster Forgotten Wolf School Gear, complete the Eternal Fire quest to unlock its treasure hunt. Select "Scavenger Hunt: Forgotten Wolf School Gear Diagrams" in the Treasure Hunt menu, then head to the castle in Kaer Morhen to find Osmund’s notes on the bookshelves there. The treasure hunt will direct you to the exact location on your map. After completing the treasure hunt, you'll still need someone to craft the mastercrafted and grandmaster Forgotten Wolf School Gear. You can get mastercrafted armor crafted in Crow’s Perch by Yoana after completing the “Master Armorers” quest. For crafting mastercrafted swords, go and see Hattori in Novigrad and complete the “Of Swords and Dumplings” quest if you haven’t done so. Grandmaster-level Forgotten Wolf gear is only available in the Witcher 3: Wild Hunt - Blood and Wine expansion. To get it crafted, speak to Lazare Lafargue in Beauclair. If you haven’t spoken with him before, he’ll give you a series of treasure hunts to complete for a “Master Master Master Master” quest. Take Snapshots With Witcher 3’s Photo Mode The next-gen update introduces a new Photo Mode feature to the game. Photo Mode enables you to rotate the camera 360 degrees and zoom in and out before capturing your shots. To activate Photo Mode on a PC, press the U keyboard key. On Xbox Series X/S and PlayStation 5, press the right and left sticks simultaneously. Play around with settings on the Camera and Effects tabs to set up the shot; press Space or select the Take Photo option to capture the screenshot. To find the captured snapshots on a Windows PC, open the Documents folder in your user directory. Then open the Witcher 3 and screenshots folders from there. The screenshots get saved to the image galleries on consoles. Change the Frame Rate Mode Setting (For Console Only) The next-gen update also introduces a new Frame Rate Mode setting for the PS5 and Xbox Series X|S versions of the game. This setting enables players to select Performance or Ray Tracing mode. Performance mode prioritizes a higher frame rate, while Ray Tracing mode emphasizes improved graphics quality and realism through ray tracing technology. To change the Frame Rate Mode setting on Xbox Series X|S, navigate to the game's menu and select Options. Then choose the Display tab and select either Performance or Ray Tracing mode. On PS5, select the game's icon from the home screen and press the Options button on the controller. Choose Game Version from the drop-down menu and select either Performance or Ray Tracing mode. Also read: Gotham Knights Keeps Crashing On Pc Fix It's worth noting that enabling Ray Tracing mode may result in a lower frame rate, so players should choose the mode that best suits their preferences and gameplay experience. Read the full article
0 notes
nextgenconsole2023 · 1 year
Text
Dead Space - feels great, especially on PS5
Dead Space ended up being a premiere survival horror series that included sequels, spin-offs, comics, and animated films, which were then dropped following Dead Space 3. Returning to the beginning of the story, EA Motive has set out to recreate the original recreation as faithfully as possible, with additional features to heighten the terror. The game starts with a distress message that you got from the USG Ishimura, the planet-breaking ship that is used to extract resources from serious locations. One small team, which includes the engineer Isaac Clarke, acts on the distress signal, and soon they are stuck on a ship full of horrific monsters with no way to escape. The plot is mostly faithful to the original, but it improves on it by providing meaningful insights and fresh new interactions with the characters. The story is also examined in greater depth through treasures and voluntary side-quests, which are carried out with great success.
Tumblr media
The narrative is among several areas that gain massively from this method. The story that follows Isaac Clarke and the aging Planetcracker-class vessel USG Ishimura has been preserved in survival-horror culture books, and the new edition wisely chooses not to mess with the plot in any way. The main beats remain intact, and at the core, the mix of conspiracy theories, mystery, sagas, and psychological horror remains as thrilling and captivating as it was fifteen years ago. In the same way, Dead Space makes several important improvements that inject more energy into the narrative. In the first place, unlike the first game, Isaac is a spoken hero, which means that he takes on an active role in the narrative. Instead of passively watching crucial sequences, Isaac converses with characters, reacts to situations, expresses emotion, and becomes increasingly involved in the story. Meanwhile, a great number of scenes have been revamped and revised, all for the better, with the modifications ranging from the simplest, like discussions and dialogue flowing better, to more and more dramatic ones that ramp up the tension in key scenes or change the order of events in other scenes to make the story more memorable. We are one of the leading online suppliers of New Xbox One games.
The fight nevertheless feels satisfying, even as you upgrade your RIG or arms. And there are also plenty of jump scares to be had. But Dead Space has always been more than just jump scares, because the USG Ishimura is still the most terrifying and dramatic thing ever, possibly even more so now.
Tumblr media
Large and modest heroes retain more and more dialog that helps flesh out the whole world's stories overall. Thankfully, Isaac's added dialog from his Dead Space remake never lets you feel out of place. The production widened hero roles, and execution never feels as if they're trying way too hard to make specific heroes appear more and more credible and much less general. The most important thing that potential players should appreciate is truly this: Motive Studios has proven successful in making Dead Space Remake the ultimate method of enjoying the very first chapter of Isaac Clarke's adventure. Get the best deals with us and our PS5 horror games.
Tumblr media
In terms of visuals, it appears more spooky and enhances the atmosphere of Ishimura. The improved lighting effects and the way that fleshy surfaces glisten at particular angles bring it together. For those who thought the Necromorphs were creepy, they will change appearance whenever they are right up next to your face, trying to eat the face. Improved visuals can also be used in combat because shooting opponents can cause parts of their flesh and bones to break. You must still aim for your enemies' limbs to cut them all off; however, when you miss – which is normal given the circumstances – your shots will give you the false impression that they are causing damage, which increases your frustration in a game like this. Other improvements also enhance the game's gameplay and ease a lot of the frustration that the original experienced. The controls are tight at all times, and your stomps and melee strikes are more appropriate when you want them to be. Zero-gravity areas are much more fun to surf as they allow you to freely move through them without having the camera stuck all the time like before. The map even got an overhaul in 3D, and your location is more aware of routes, pointing anyone toward the next desired destination.
Tumblr media
Dead Space is a done remake that not only gives fresh life to an old and much-awaited game but could also pave the way for future installments in the game series, sooner or later. While much of the gameplay will be familiar to those who have played the first game, the significant upgrades and innovations do a lot to keep the experience fresh, modern, and unique. If you're an avid Dead Space fan or new to the franchise, this game is worth the money and time, so long as you have the confidence to go for it. Some predict it will be an early winner of the year.
1 note · View note
trustsmash · 2 years
Text
Pupperazzi
Tumblr media
#Pupperazzi upgrade#
#Pupperazzi Pc#
And while I think $19.99 is fair for any game that provides gloriously carefree respite from a stressful world, it would have been nice if there was just a little more to do. The quests were perhaps a bit too easy, the money and followers flowed far too freely to the point where they were rendered useless, and just when some interesting lore started building up, it ended. Don’t get me wrong, I love shorter games because it means I have a chance at actually completing them, but Pupperazzi didn’t feel quite finished. My 100% achievement completion time shows 11.2 hours, which is probably 2 – 4 hours more than necessary. In all honesty, I didn’t know the puppypedia existed until after I finished every single objective and then watched a YouTuber pull hers up! The fact that it’s a largely disconnected mechanic from the active parts of gameplay is frankly bizarre.Īdditionally, Pupperazzi does feel a bit on the short and simple side. It would be far more convenient to have the puppypedia tab available during the levels so I could ascertain at a glance what photos I want before leaving an area instead, I have to look at the puppypedia, choose a couple photos I want to snap/replace, head to a level, try it out, head back to see if it works, etc. Unfortunately, not all is perfect with Pupperazzi  for one, the UI doesn’t feel quite done, and one of the major mechanics - the puppypedia - is only found if you curiously click on the home location on the map. My personal favorite was the ability to change the dogs’ outfits, making them don top hats, heart sunglasses, and cute lil booties. Additionally, there are purchasable items that will allow you to get certain shots you want, such as a music box to encourage naps or a scary vacuum that will induce dizzy spells. There are little things to discover here and there that are so doggone charming, like a pack of dogs running across the roofs practicing their barkour or a dog sticking its head (and tongue) out of the passenger seat of a car. Running around the different locations in Pupperazzi is a lot like bouncing around in a playground. Who knew dog photography would break such a sweat? Although some objectives require little more than walking up to a dog and snapping a photo, others will force you to traipse around the scene with specialized gear to take a pic at just the right moment. Objectives are easy enough to manage at first but will increase in complexity over time as players gain new camera lenses and film (purchasable with cold hard bonks). Think you have what it takes? Of course you do, you’re a literal camera - you were born to do this job!Īlthough there are only five locations to snap dog photos, four of those settings have different times of day which will generate different objectives. Each completed objective will yield some bonks - the golden bone-shaped currency round these here parts - and a number of followers for your social media channels. Some requests are super simple, such as taking a photo of a dog wearing a hat, while others are a little more out there, like taking a “spooky photo” of the woods at night. Pupperazzi has players taking on the role of a sentient bipedal camera who has been tasked with taking photos of good dogs everywhere.
#Pupperazzi upgrade#
Can you “photograph and catalogue the finest (and derpiest) dogs to build your career, upgrade your camera, and discover new canines” like its Steam page asks, or will you wear the cone of shame and sit this one out?
#Pupperazzi Pc#
Available on PC for $19.99 and free this month with XBox Game Pass, Pupperazzi is the ultimate dog photog game that’ll even excite cat people (like me). That’s what developer Sundae Month and publisher Kitfox Games ( Boyfriend Dungeon, Lucifer Within Us) figured when they released Pupperazzi. Photography games have historically been great, and who doesn’t love dogs? Why not just smoosh the two things together and have a barking good time? They don’t need an intense setting or a convoluted story, they just need a good premise and fun mechanics. There are some games that just… make sense. Pupperazzi Review: They’re good photos, Brent
Tumblr media
0 notes
melbournenewsvine · 2 years
Text
The PS Plus Extra and Premium Games for October 2022 Announcement Needs to Make Up for the Free Games
October is finally here, meaning many gamers are diving into new horror game releases, old favorites, and more in celebration of the season, and many gaming services like Xbox Game Pass and Epic Games Store are helping players out there, but not PS Plus. Xbox Game Pass’ line-up, while still missing half the month, is full of releases like the horror game Scorn or the simple RPG Costume Quest. The Epic Games Store brought in two gothic games about hell in the first week, and it’s expected both will have a few more releases before the month wraps up. GAMERANT VIDEO OF THE DAY Meanwhile, the PS Plus free games for October 2022 include Hot Wheels Unleashed, Injustice 2, and Superhot. What’s more, some regions are getting bonus games like Rogue Explorer, Crisis Wing, and/or Way Down in addition to the three core games. But none of these are fitting for the Halloween, spooky season, but at least hope isn’t over for the company yet. It has yet to announce the PS Plus Extra and Premium games for October 2022. RELATED: PS Plus Subscribers Can Complete Easter Egg Challenge for Rewards PS Plus Needs to Embrace the Holiday Season Like Xbox Game Pass and The Epic Games Store Sony is roughly expected to announce these new PS Plus games sometime between October 10th and 17th, with the games being added around October 21-24. That’s if it’s keeping up with the every two-week releases (PS Plus free games one week, one week off for announcements, one week release, and so on. It’s uncertain what it will add, and it’s hard to even venture a guess. After all, Sony has proven time and again that its PS Plus Extra and Premium drops are substantial, but within that means there is plenty of room to at least throw in a few bones for Halloween lovers. What’s more, PS Plus Extra and Premium could, in theory, give it the edge this Halloween season over Xbox Game Pass and Epic Games Store, if leveraged right. Xbox Game Pass is limited to things that can be played on PC, Xbox One, and Xbox Series X consoles, and while that is a huge library (including back-compat games), it’s not going to release a back-compat game on Game Pass. Fans would riot. Meanwhile, the Epic Games Store is restricted to things available on PC via its platform. PS Plus Extra and Premium give Sony a huge library of PS1, PS2, PSP, PS3, PS4, and PS5 games to bring in a touch of horror. Sony would absolutely dominate the season if it released games like Dino Crisis for PS1 or any number of classic horror games upgraded via their original platform for the new PS Plus tiers. Of course, Sony has been Halloween-agnostic in the past, so there’s not a lot of confidence it will push PS Plus in this direction. But it should. PS Plus subscribers get a handful of games every month. MORE: Some PS Plus Subscribers Are Getting a Bonus Free Game this Month Source link Originally published at Melbourne News Vine
0 notes
managetonki · 2 years
Text
Best cross platform games 2020
Tumblr media
BEST CROSS PLATFORM GAMES 2020 MOVIE
BEST CROSS PLATFORM GAMES 2020 PC
BEST CROSS PLATFORM GAMES 2020 SERIES
Just like Bloons TD 6, Kingdom Rush is also rated very highly on many platforms it is available on. If you play to finish this game than it is not for you.Lack of introductory tutorials would mean more playtime just to know the basics.New players may find it hard to get started with this complicated game.User-Generated Content is abundant and you can also participate to create Maps, Missions, New simulations, etc.Visuals are Basic but the art style is good.In-game map creator / Scripting Language to Expand the world and simulate personalize situations.Virtually unlimited missions guarantee hundreds of hours of gameplay.Strategy Simulation with the application of Real-world physics (Thermodynamics and Fluid).Cross-platform Playability (Microsoft Windows, Linux, macOS).Even though the theory behind science is predictable, as the choices of the players vary so will the strategy and because of that, the results will vary for every player. This also makes the game unpredictable and somewhat different for every player. Real-world science is intergraded with the gaming AI, for example, Thermodynamic and Fluids simulation of the game has lots of basis to the real-world physics. Literally, it’s a spooky and entirely new concept that makes this game one of the best and unique Tower Defense game.
BEST CROSS PLATFORM GAMES 2020 MOVIE
If you insert the Hollywood SI-fi movie concept in a Tower Defense game then you can give birth to a game Such as Creeper World 3: Arc Eternal. Multiplayer system is good but takes a while to unlock.For some users, the daily challenges may get boring over time.In-game purchase/ Microtransactions aren’t worth the price, you should play to unlock items.Very good Rating on every platform this game is available on.Many things to keep you busy for over 100 hours.The game has good and easy to understand Playing mechanism.
BEST CROSS PLATFORM GAMES 2020 PC
Given the small game size, even the average pc can play the game quite well.
Cross Platforms Playability ( Android, iOS, Microsoft Windows, macOS).
Release Date: 2018 l Developer: Ninja Kiwi l Steam: 10/10 l PG9 If you have a lot of time on your hands and willing to spend a few dollars then you should definitely go for the game. So overall, it’s a solid tower defense game with a lot of good reviews on all the platforms it is available on. In-game Purchase system lets you buy special powers and other items if you are willing to spend money for the complete mastery of the game. This game has 44 original maps with stunning visual effects that can easily give you hours and hours of fun gameplay. With a stranded tower defense mechanism, this 3D game lets you strategize how you want to handle the endless hordes of your enemies to defend your towers. So, without further ado, let’s jump right in! Best Tower Defense Games you will need to Buy Bloons TD 6 – 4.99$īloons TD6, succeeding its predecessor, Bloons TD 5 which was already a massive hit, created waves in the community of ballon Poppers. Many variables are at play for the title.Īnd here are a few things that we looked for before selecting one on our list: But, not every game can be considered the best or even good. Well, there are hundreds of choices when it comes to picking a Tower Defense game. But, no more! We’ve done all the hard work to give you the best round-up. The aim here is to defend your territory and destroy your enemies, utilizing resources such as building defensive structures, putting traps, or mobilizing your troops.Įven with such interesting story-lines, best tower defense games for pc are hard to find. Talking about Tower Defense games, strategy, and in-depth gameplay comes along side by side. So if you're looking for the next great Xbox One game you can enjoy in proximity to friends and family, look no further than the selections we've curated below.With numerous genres of games to choose from, Tower Defense Games are also among those gaining rapid recognition in the gaming community. In fact, there are plenty of new and ongoing options, ranging from games where you work together to those where you're trying to compete against the person next to you on the couch. RELATED: Multiplayer Games To Try If You Like Overwatch However, all hope is not lost as great split-screen experiences still exist on the Xbox One.
BEST CROSS PLATFORM GAMES 2020 SERIES
In recent years the gaming industry has shifted away from split-screen experiences as major franchises known for their inclusion released new entries in their series without it.
Tumblr media
0 notes
Text
The New Want For Velocity Sport Appears to be like Anime AF
Picture: EA / Criterion / Kotaku Followers of Digital Arts racing sequence Want for Velocity won’t have to attend lengthy for the subsequent sport as a result of new leaked photos present its upcoming sport hit the web, and y’all it’s trying anime AF. At present, members of the r/NeedForSpeed subreddit noticed leaked photos of the brand new Want for Velocity Unbound on the Japanese retailer web site, Neowing. In line with a Google translation of Neowing’s itemizing of the sport, NfS Unbound will solely be playable on next-gen consoles, and particularly the PlayStation 5. The Neowing photos are tiny, however followers have since discovered bigger variations, which you may view right here. NfS Unbound continues to be being developed by Criterion Video games. Again in 2019, the British online game developer, famed for its wonderful racers, wrote in a weblog publish that it might be pivoting towards growing the subsequent NfS sport after engaged on Want for Velocity Warmth. Secure to say that sport is NfS Unbound. Along with Warmth’s builders returning, the brand new NfS can be sporting a recent new coat of cel-shading and 3D anime characters, a distinction to the historically Western look of earlier video games. The official NfS Twitter account simply ended its year-long publish drought by teasing that an NfS 2022 video reveal is coming tomorrow morning, October 6, so we’ll seemingly see the sport in motion in lower than 17 hours. G/O Media could get a fee Horror Video Video games to Play Main As much as Halloween Spooky and scary One thing video video games have over their movie counterparts on the subject of horror is the participant’s company. Certain, watching the slasher declare their subsequent sufferer can get a jumpscare out of you, however you realize what’s scarier? Understanding you had the facility to cease it. Watching somebody slowly open a door and enter a darkish room is unnerving, however having to do it your self will ship shivers down your backbone and paralyze you with worry. Kotaku reached out to EA for remark. Learn Extra: Want For Velocity Sequence Returns To Criterion As EA Repurposes Ghost Video games Studio Perusing the remainder of the Google-translated storefront reveals that NfS Unbound will likely be leaning closely into graffiti artwork and hip-hop aesthetics with its automobile designs and music with rapper (and Rihanna’s child daddy) A$AP Rocky engaged on the soundtrack alongside French producer Brodinski. Gameplay-wise, NfS Unbound will function meetups in which you’ll flaunt your customizable automobile’s gear, which is all the time enjoyable. Though the leaks of a brand new NfS served as a beneficiant spritz of WD-40 on the headlights of its fanbase, one digital motorhead was fast to remind their fellow gamer to not give into temptation and preorder NfS Unbound. Good recommendation, all issues thought-about. Learn Extra: Cease Preordering Video Video games The final time we received a brand new NfS sport was means again within the before-times of 2019 with Want f Velocity Warmth, which went down in historical past as the primary EA sport to have cross-play. In our protection of the sport, we stated Want f Velocity Warmth evoked huge Grand Theft Auto: Vice Metropolis vibes with its trendy cityscapes and complimented it for its cross-play function, which allowed for gamers on PlayStation 4, Xbox One, and PC to share in the identical enjoyable. Originally published at Sacramento News Journal
0 notes
sosjust · 2 years
Text
Sniper elite 5 weapons
Tumblr media
Sniper elite 5 weapons upgrade#
Sniper elite 5 weapons full#
Sniper elite 5 weapons mods#
Sniper elite 5 weapons Pc#
Sniper elite 5 weapons full#
For more on the game, check out an overview of the Sniper Elite 5 skill tree and the full Sniper Elite 5 mission list. That covers all the Sniper Elite 5 weapons in the game. Carbine rifle and powerful PPSH Submachine gun.
Sniper elite 5 weapons Pc#
Sniper Elite 5 will release on Xbox Game Pass, Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and PC via Epic Games Store, Steam, and the Windows Store on the 26th of May. The extended list of Sniper Elite 5 pistols is as follows: M1911. To aid in your mission you will be able to equip a new stealthy D.L. Quite nice in a shoot out to go from a MP to a Thompson with the drop of a gun. Make your way through the hill on the dirt paths dealing with the nazi. Climb the stairs, follow the road to the west, and turn right just before the bridge. Also consider that your current weapons can be upgraded by finding work benches throughout each. Once you start Mission 7: Secret Weapons from the Facility Overlook starting location, proceed forward until you reach a shack and a nazi soldier. Getting new weapons is a mix of completing levels and accomplishing kill challenges. Just left the boat house awhile ago and met one of the resistance leaders named Blue Viper. This is all due to the fact that Sniper Elite 5 has a level of customisation that dwarves the previous titles, such as the ability to change weapon stock, magazines, receiver, barrel, scopes, and iron sights along with the materials.Ĭheck out the video for a closer look at what the game offers and how the developers worked to achieve a higher level of customisation for the game. Alternatively, you can pick up enemy weapons to pull the ammo out of them, or just use the weapon and immediately swap to yours when the ammo is out. I know my sniper rifle can't be the best one so far. From the guide, you will learn how long you can use the weapons you find and whether you can keep them by leaving the mission area with them. The weapon has a decent rate of fire but the real meat of the gun comes with its solid damage and range potential. Rules for using temporary weapons found in Sniper Elite 5 are not explained well enough in the game.
Sniper elite 5 weapons mods#
It features a multitude of mods to enhance its core playstyle which makes it a fantastic weapon for every single player. Among those that they've worked with are renown military historians and Bruce Crompton, the star of the Combat Dealers. The SREM-1 is easily the game’s Best All-rounder Sniper Rifle in Sniper Elite 5. M.1903 Unlocked from the start SREM-1 Unlocked from the. If you need help finding the Workbenches refer to the Collectible Guide: Sniper Elite 5 Collectible Guide. Most of them are unlocked from Workbenches, a type of Collectible. SMG load out specs SMG can, however, be loud and also have a significant amount of recoil and they are recognized for their high rate of fire and close-range damage. You can customize those in the loadout screen before missions. The development team behind Sniper Elite 5 released a video showcasing to everyone how the process behind it all has been like, including how they have worked with many people to ensure the weapons are as authentic as possible. For each of the three weapon categories in Sniper Elite 5, you can generate three load-outs: snipers, submachines, and handguns. Choose the type of cartridges: from armor-piercing to non-lethal.// News // 19th Apr 2022 - 5 months ago // By Spooky One Sniper Elite 5 Spotlight Weapons and Customisation Video for any weapon: rifles, pistols and additional types. Change sights, butts, barrels, magazines, etc. They are a fantastic backup and can save anyone's life when the job starts to go a little. This is where the secondary weapons come in.
Sniper elite 5 weapons upgrade#
Soon he discovers a secret Nazi project that can end the war even before the Normandy landings - the Kraken project.Upgrade and upgrade almost all subsystems of your weapons at workbenches. Related: Sniper Elite 5: The Best Secondary Weapons, Ranked. Fight on carefully crafted interactive maps based on real world locations and move around like never before.France, 1944 Sniper Karl Fairbairn makes contact with the French Resistance, helping American Rangers weaken the German Atlantic Wall line on the coast of Brittany. Sniper Elite 5 - is the new installment in the legendary series that brings you unparalleled sniper shooting simulation, third-person tactical combat, and an advanced kill camera. Video Card: DirectX12 capable GPU with 4GB VRAM Processor: Intel CPU Core i3-8100 or equivalent 2) Secondary weapons M1A1 Gov The M1A1 Gov is available from the very start of the game and players can slot it into. Interface language: Russian, English, Multi12 Obtaining all guns in Sniper Elite 5 1) Primary Guns Sniper Elite 5 Sniper Rifle Customization Upgrade Gameplay Watch on There are a total of six sniper. Genre: Action (Shooter), Stealth, 3rd Person
Tumblr media
1 note · View note
maveras-posts · 2 years
Note
Michael and Sam (family bonding headcannons)
🍬✨Michael Babysits Sam✨🧡:
Tumblr media
How Michael & Sam became close:
Okay…so the gang was gonna have another night out (It will lead to ✨CHAOS✨)
Michael wasn’t for the BS so he decided to stay home
But that meant watching Lil Sam (Poor thing is the youngest in the group)
Michael is probably the most responsible in the house tho tbh
Michael never really thought of Sam other than a roommate(never rly noticed Sam to begin with)
Sam was excited (Michael is his ✨IDOL✨)
Michael kicked back on the recliner and was going to play the XBOX (imagine him with a headset 💀)
Until he felt a tug on his sleeve…he was met with little Sam cooing at him.
Stabby Boi doesn't know WHAT TO DO?!?!
Michael is pretty neutral when it comes to children…he never put too much thought into them
Heaving a sigh he gets up and crouches down to Sams level
Sam points to the kitchen
Michael can barely feed himself ADD A WHOLE ASS CHILD
He gives Sam candy corn…Yes you read that right ✨CANDYCORN✨
Sam don’t mind, Sam LOVES ANYTHING TO DO WITH HALLOWEEN
HE LITERALLY INHALES THE CANDY and he DEMANDS MORE
Sam begins to conjure all that is unholy
Michael is just standing there like🧍‍♂️
Honestly Michael is amused (It’s really hard to upset him & is actually VERY patient)
But something about this lil demon child crying is making him…feel bad
So Michael picks up Sam & SPEED WALKS to his room
The candy corn is the household’s candy—but Michael has a HUGE STASH
Michael grabs his ✨Blue Pumpkin Bucket✨ from under his bed & hands it to Sam
It’s filled with CHOCOLATE (Sam's favorite)
Michael tilts his head as Sam slowly chews the Snickers bar (Michael LOVES Snickers)
Sam looks up to Michael, back to the bar and decided to split it & offers the other half to Michael while cooing at him (SOO CUTE OMFG🥺😭🤚)
Michael takes the candy but is lowkey confused (No one has shared with him before)
Sam hopping down from the bed snaps Michael from his thoughts
Sam holds up Michael’s Knife, gesturing to it before dropping it
Sam runs to his room and rushes back with his ✨LOLLIPOP✨ (His shank)
He also ✨DUMPS✨ out his bag of candy
Michael is surprised with Sams little gestures
The two trade each other for their fav candies
After that the two grow bored so Michael tries to find ✨ENTERTAINMENT✨
Sam raises his arms up causing Michael to tilt his head
Michael picks up Sam and speed walks while Sam giggles
Sam pretends to ✨FLY✨ like a superhero
The two end up watching Scooby Doo to pass the time (They glued to the TV)
The two end up dozing off
The slashers walk in and find Michael holding Sam
Michael now tries to find ANY excuse to watch Sam
LOWKEY have father & son bond 😭🤚 (SO CUTE OMFG🥺✨)
AN: Thank you @quinnellathegreat666 for this suggestion! I love the dynamic that Michael and Sam have from my previous writings & it was fun to go further into this part of the Slasher House Series! Hopefully everyone enjoys this post, it was so fun & such a CUTE idea OMFG! I am considering writing more Mikey & Sam content in the future, as always any requests & suggestions are welcome!
💕Stay Spooky!👻
-M
77 notes · View notes
itscoldinwonderland · 3 years
Text
FREE PALESTINE
Tumblr media
♡ Hi, I go by Kittens, Prince, Red and Lexi! ♡
- Adult
- 🇩🇴 Latino
- Any pronouns 💫
- Genderqueer / Nonbinary
- FTX / Transmaculine 💉
- Bisexual + Aromantic
- NPD, BPD, schizoaffective, alcoholic ✿
- Toddler teacher
- Psychology major
- 9 years vegetarian
- social democrat, "social-capitalist", pro life not anti-abortion, pro gun
[The idea that you aren't a leftist because you aren't "anticapitalist" is socialist and commie propaganda ♡]
Tumblr media
Buy me a coffee:
Cashapp: $kittenssb
Paypal: paypal.me/miskitt
places you can find me:
(@bannmyblogg nsfw)
(@kittyy777 regression)
(@prince-kittens videogames)
(@wonderingwhereiam lgbtqia)
(@peachdaffodils beauty/fashion)
(tiktok: kittensb)
(xbox: l kittens i)
(youtube: kitty4u)
(twitch: kittenssb)
(pinterest: alixxluvv)
(ig: itscoldinwonderland)
Search my "happy" tag
| self help carrd |
| npd resources |
| child abuse resources |
| free education resources |
| LGBTQIA+ and related resources |
| map of informed consent clinics *us |
Here's a picture of my esa cat, her name is Muffin and her tag is #muffin
Tumblr media
The other cats in my life: platinum (left) //spooky (middle) // baby (right)
Tumblr media Tumblr media Tumblr media
Rest in peace: Zora "Meow-Meow" (left) // Golden Nugget "Goldy" (right)
Tumblr media Tumblr media
Have some playlists (⁠*⁠ノ⁠・⁠ω⁠・⁠)⁠ノ⁠♫
Tumblr media
Bigots, that means anyone who is intolerant, hateful, discriminatory, or prejudice to others based on things that they cannot control (such as gender, orientation, race, etc), are not welcomed here and will be blocked.
If you soft block me I'll probably end up following you again bc I'll think that I just unfollowed.. please just hard block.
Tumblr media
130 notes · View notes
felassan · 3 years
Text
Mass Effect development insights and highlights from Bioware: Stories and Secrets from 25 Years of Game Development
This is the Mass Effect version of this post.
Tumblr media
[In case you can’t read it the subtitle in the bottom left logo above is “Guardians of the Citadel”]
Note: Drug use is mentioned.
Cut for length.
Mass Effect 1
ME began its life in a vision document in fall 2003
Codenamed “SFX”
Conceived of by Casey Hudson and a core team from KotOR. Its genesis was the intention to create an epic sci-fi RPG in an original setting that BioWare owned (so they could have full creative control), and in a setting that was conceived of first and foremost as a video game
Initially players could control any squadmate, but they wanted it to be about Shep and for players to be focused on Shep being a battlefield commander, rather than on switching bodies
By the start of 2004 its story was shaping up. Initially humans landed on Mars in 2250 and discovered evidence of an ancient alien race and a powerful substance, Black Sand, which rapidly advanced tech to the point that FTL travel was possible. (My note: obviously now the Prothean artifacts on Mars & associated mass effect force tech enabled this in the final canon, but I wonder if aspects of the ‘Black Sand’ naming-type & powerful substance stuff was rolled into red sand from final canon) Humans were suddenly capable of travel to multiple star systems and made contact with a multitude of other species. At the start of the first game, these species together with humans had a fragile peace, with focus placed on the political center of the galaxy, a hub known as Star City, later renamed the Citadel
Multiplayer was a vision for the series as far back as 2003. The plan was for ME1, an Xbox exclusive at launch, to take advantage of the platform’s online components. Early designs saw players meeting in one of the central hubs to interact and trade items in their otherwise SP adventures
By 2006 it had the name ME and the story was more specific, with the theme of conflict between organic and synthetic lifeforms. The story’s scope now stretched across 3 games and included scope for full co-op MP
They tried to do MP in every game, discussing it from the get-go, but it always just fell by the wayside. “When you’re trying to build something that is a new IP, on a new platform, with a new engine, you’ve got to really focus on the core elements of the game.” 
The conversation system prototype was made in Jade Empire, and some of ME’s earliest writing was done in an old JE build. At first there was no conversation wheel. Paragon was “Friendly” and Renegade “Hostile”. In the prototype Shep was a silent unnamed Spectre. Many conversations in the prototype about the player’s choice in smuggling a weapon through Noveria made it into the game
In said prototype a merchant referred to themselves as “this one”, though the word hanar never appeared. The PC in it also had the option to end a conversation with “I should go”. In the prototype also, Harkin was voiced by Mark Meer
An early version of the Mako got used as the krogan truck in ME2
Early concepts of the Citadel were drawn in pencil by CH. A piece of concept art of its final design was painted based on a photo of a sculpture near Aswan, Egypt
As with any new IP naming it was a struggle. They put out a call to all staff for ideas, did polls, made a name generator that combined words that they liked in random ways and made pretend logos of ones they liked in Photoshop to see if they could make themselves love the name or find visual potential in it. (Some of these names are in the pic at the top of this post.) CH liked “Unearthed” as it was a reference to Prothean ruins dug up on Mars and humanity’s ascendance going away from Earth. They knew the game would have a central space station featuring prominently so some of the ideas were based on that - “The Citadel”, “The Optigon”, “The Oculon”. “Element” was another one they had in mind due to the rare substance in the game 
CH: “I was a big fan of John Harris’ book Mass, which had epic-scaled sci-fi ideas, so that was a word that came up often. Many of the names came from the idea that the IP featured a fifth fundamental physical force (in addition to the known four of gravitational, electromagnetic, strong nuclear and weak nuclear) so the word ‘effect’ came up pretty often.” Ultimately none of the ideas really felt right. One Monday morning they were going over the names and Greg Zeschuk said he had an idea on the weekend: “Mass Effect!” CH: “I said, ‘I don’t hate it’, which in the naming process is a high compliment. And it stuck!”
CH on Shep’s Prothean vision from the beacon: “It was hard to imagine how we would do this. CG was - and is - really expensive. Instead I wanted to try doing it through photography and video editing. So I went to a local grocery store and bought a few packages of the weirdest looking meat that I could find. Then I set up a little photoshoot in my basement, complete with some electronics parts and some red wine for juicyness.” He used these props to create a video sequence where the photos were rapidly cycled and blurred, along with production paintings, to create the scary vision an organic/machine experiment on the Protheans. These mashups were also used as inspiration for concept artists and level designers who were working on these themes
Tali used to be called Talsi
On the licensing side they often joke that they’re licensing N7 not “Mass Effect” due to N7′s popularity
There was a confidential internal guide to the IP in 2007 to help devs along and summarize/synthesize the vision etc. Some excerpts from it are shown in the book and this is the first time the public have ever seen them
Early versions of Asari had hair
Asari were designed as a nod to classic TV sci-fi (with human actors wearing obvious makeup and prosthetics to play aliens)
The turian design guideline was “we want them to be birds of prey”. They also wanted a range of alien types, some close to human like Asari, while others were to be a lot further away, like turians
BioWare patented the conversation wheel, which was a first for them. CH had been frustrated with reviews of Jade Empire that said that the actioncentric game was too wordy [with its list dialogue]. “I’m like, story is words. [...] What is it about our games that is making people feel like they’re wordy?” Then he thought “In a game you kind of need to feel like you’re continuing to play it. Maybe you should continue feeling like you’re playing it actively into the dialogue.” “[The wheel] kind of gave a new experience with dialogue when you did start to react based on emotion, and that’s ultimately what we’re trying to bring out in our games”
The original krogan concept was based on a bat “with a really wide squidgy face. We just used its face on top of this weird body and it kinda worked”
Geth musculature was based on fiber-optic cables, with flexible plates of armor attached
The vision for the IP was 80s sci-fi inspired space opera
The concept art of Saren lifting Shep by the throat inspired a similar scene in-game. The staging wasn’t planned til designers saw that art
A squadmate with Shepard on the way to meet Ash in an old storyboard was called Carter. Early name of Kaidan or Jenkins?
Bono from U2 was kinda instrumental in bringing us ME lol
Finding the right cover art for ME1 was notably tricky
Matt Rhodes got his start drawing helmets for ME1, including one which would become Shep’s “second face”. He estimates he drew between 250-270 different ones
Some of the sounds in-game were people smashing watermelons with sledgehammers and sticking fists into various goos
The audio team had fun trying to slip the iconic main theme into unexpected places throughout the MET. “We were very aware of how powerful that track was for the fans and it was tempting to overuse it for any moment we wanted to make really emotional”.
The theme was creatively repurposed in ME3: slowed down and reworked as the ambient sound for the SR-2. “If you listen to it for a really long time, just stand in the Normandy and listen, you’ll actually hear the notes change slowly. It doesn’t sound like music, it sounds like a background ambiance, but it’s there.” (My note: Well no wonder the Normandy feels so much like home?? 😭 sneaky..)
Bug report: “Mako Tornado”. There wasn’t enough friction between the tires and the ground, causing testers to lose control of the vehicle and send it spinning into the air like a tornado. “As it turns, the front end comes up, and then it starts spinning and spinning and spinning and spinning faster and faster and faster until it just flies up in the sky” (My note: Sounds like a regular day in the Mako to me)
Cerberus originally had a bigger role in this game. It was cut but they had a whole explorable outpost. “I called it Misery,” says Mac Walters, “It was this planet with a little outpost that said ‘Welcome to Misery’”. Everything on the outpost was shit - dirty worn stuff, no windows, no kitchen, the vehicle bay was open to the elements etc
The Reaper sound is literal garbage. Some audio designers went on a recording trip to a national park. One of them got fixated on a garbage can, “a metal bear-proof receptacle with a heavy lid that creaked horribly when opened”. “It was like, ominous, spooky, tonal and almost musical. I decided to throw a mic into the garbage and record it moving. I didn’t know what it was going to be until later”
They were making lots of noises to record like throwing logs and rocks around. An old couple peered at them through the window of their camper van in the woods and must have called the cops because then the cops showed up, pulled them over and told them to stop. The cops towed their car (the driver’s plates were Cali plates and expired), drove them to Edmonton outskirts and then the audio producer Shauna got a call and had to go pick them up “like three little boys”. “We got a stern talking to”. Once back they were playing around with the garbage sound, editing it etc. Casey heard it and proclaimed “That’s the sound of the Reapers”
Preston Watamaniuk: “There are things I could have done to Mass 1 to make it an infinitely better game with better UIs” and some simple cuts and changes. “But when you’re living with it, it’s very hard to see those things”
BioWare Labs
As social media and smartphone games exploded, BioWare dedicated a small team dedicated to exploring opportunities here - BioWare Labs
Mass Effect: Galaxy used a unique graphic art style and static visual presentation common in visual novels. It has the distinction of being the only iOS game BW have made during their first 25 years
Scrapped ideas were a 3rd person space shooter called Mass Effect: Corsair and 2 DA titles - a strategy game and a top-down dungeon crawler starring young Wynne. (My note: Maybe the corsairs stuff was rolled into Jacob’s backstory in 2, the Alliance Corsairs)
Corsair was a very short-lived project that never got its feet under it. It was a spin-off on Nintendo DS featuring a behind-the-ship perspective and branching dialogue. At one point it had MP. The idea behind it was basically “ME: Freelancer” - fly your ship around, do missions, get credits. It had a limited branching story but was a gameplay-centered experience intended to fill the gap between ME1 and 2. That gap ended up being filled by Galaxy
Galaxy and Corsair’s smaller screen allowed concept artists to use bold colors and a simplistic character design style to help those games stand out from Shep’s story
Nick Thornborrow did some art for Corsair but was worried his art style didn’t fit ME. He moved to DA where he feels his art style fits better
Lots of BioWare VAs and even a lead writer and the VO director are drawn from Edmonton’s local community theater scene, which is vibrant. Think this is how Mark Meer got involved
Mass Effect 2
Player choices carrying over was a first for BW
Dirty Dozen-inspired plot
Its plot is a web of conditionals (see Suicide Mission)
Was more of a shooter than anything BW had made since Shattered Steel
There was 2 camps on the team, those who wanted to push combat and systems forward and redefine the ME experience and those who wanted to make a true sequel, with the same gameplay and systems but a new story. Karin Weekes: “I think it ended up being a good push-pull. It felt like a pretty healthy creative conflict”
“ME2 was a game you could hold up to someone who argues that games aren’t a serious medium and go ‘Oh yeah, then why is Martin Sheen in this?’” Sheen was their first pick for TIM
The idea for TIM came from a mash-up of concepts CH had collected over the years. The name “Illusive” originally came from his pitch for naming DAO’s Eclipse engine, a word inspired by Obi-Wan’s line “It’s not about the mission, Master. It’s something... elsewhere. Elusive”. “I thought, what if we called our next engine 'Elusive', but used an ‘I’, and then it’s like ‘Illusion’. [...] I still really like the word with an ‘I’ and what it conjures”
When ME1 DLC was in production, CH had been watching a lot of CNN, specifically Anderson Cooper. “How is one guy travelling to all these places and never looking tired and always being able to speak with clarity?” CH says it seemed almost superhuman. “What if there was someone who is the absolute maximum of the things you would aspire to be, but also the worst of humanity?” Cooper, though not evil, became an inspiration for TIM down to the gray hair and piercing blue eyes
Inspiration for TIM’s behind-the-scenes role pulling political strings came from Jack Bauer’s brother Graem in 24. Graem “can call up the president and tell him what to do and hang up, because he’s so connected and so influential”. Sheen had played a president and his performance brought gravitas and wisdom to the role. He had quit smoking, but the character smokes. He didn’t want to fake it, but he also didn’t want to smoke, “so he actually asked for a cigarette” to hold so he could stop his words to take drags with natural cadence
Writing was still pushing to write and revise lines hours before VO started. A series of problems like injury and some writers leaving for other opportunities left it so that Karin, Lukas Kristjanson and editor Cookie Everman hand to land the story safely, with PW helping where they could. Lukas: “We took over the writing bug and task list, and I can’t stress enough how much [Karin and Cookie] did to get ME2 out the door. There’s no part of that thing we didn’t touch”. Karin: “That was the most dramatic 2 weeks of my life”
Initial fan reaction when they started promo-ing ME2 was very negative because people didn’t want to know about new chars like Jack and Mordin. “[fans were like] ‘Get them out of here. We want our characters from the first game’. But then when they played them, those became some of the most popular chars [of the series]”
Concept art of Thane has an idea annotation saying “Face can shapeshift?”
At one point when designing Thane concept artists sent multiple variations of him to the team asking them to vote on which was the most attractive
Most of the Normandy crew was written by lead level designer Dusty Everman. Lukas gave him advice in the evenings between bugs
BioWare Montreal made ME2 and 3 cinematics
CC for Shep was based on tools used by char designers to create in-game chars. Under the hood similar tools existed to create aliens
Aliens were much easier to animate than humans. When something is human it’s very difficult to make it look realistic and you can see all the mistakes and everything
Over the holiday period in 2007 CH worked out a diagram on a single piece of paper that would define the entire scope and structure of the game. The diagram is included in the book
Bug report: “I shot a krogan so hard that his textures fell off”. At one point shotgun blast damage was applied to each of the pellets fired, and shot enemies ended up with just the default checkerboard Unreal texture on them after their textures got blown off
Blasto was meant to be 1 step above an Easter egg but his fan popularity prompted them to bring him back in ME3
They rewrote chunks of Jack 2 days before she went to VO. She was the only one they could change because all the other NPCs were recorded. They redesigned her mission by juggling locked NPC lines and changing Shep’s reactions by rewriting text paraphrases to change the context of the already-recorded VO
Lukas snuck obscure nods ito ME2′s distress calls. In the general distress call for the Hugo Gernsback, there’s BW’s initial’s and Edmonton’s phone number backwards. In a fault in a beacon protocol there’s the initials and backward phone number from Tommy Tutone’s “Jenny”. In 2 other general distress calls there’s initials and numbers from Glenn Miller Orchestra’s “Pennsylvania 6-5000″ and initials and numbers from Geddy Lee and Rush’s “2112″ respectively 
Mass Effect 3
“The end of an era marks the beginning of another”
ME3 “marked the end of Shep’s story”
Saying bye to Shep was as difficult for devs as it was for players
JHale’s final VO session included Anderson’s death and romanced Garrus’ goodbye. “We were in the session and we both just started crying”, Caroline says. “I couldn’t come on the line to give her notes because I was crying, and she was crying. And so there was just this minute-long pause of like, nothing, nothing, nothing - just silence through the airwaves. And then I came on and just told her that I was crying and she said ‘I’m crying!’” They talked about these anecdotes also here on the N7 Day reunion panel
The Microsoft Kinect voice support required devs to teach Kinect hundreds of commands in a variety of accents across multiple languages. The result was useful but made for some awkward moments. Numerous players accidentally said “geth” or “quarian” while making a particular decision and accidentally killed Tali
MP chars were voiced by cops and military people
The helmet on one of the MP chars was originally designed for cancelled project Revolver
The payload device at the end needed to attach to the Citadel while essentially serving as a giant trigger. “It ended up becoming quite the engineering feet just to visualize how this thing would move and connect to the Citadel”
Concept artists explored creating an anti-team, where Kai Leng was almost an anti-Shepard essentially, with an elite squad to counteract your team. This idea never went beyond concept phase
ME3 Special Edition was released on Nintendo Wii U exclusively. This exclusive version of the game includes Genesis 2 (a sequel to the original Genesis comic) and unique gameplay features that took advantage of the touchscreen GamePad. For years Sonic Chronicles: Dark Brotherhood had had the honor of being BW’s only game made for a Nintendo console
FemShep regrettably didn’t feature in major ME marketing til ME3. Later releases like DAI, MEA and Anthem have taken increasing care not to gender their protagonists in cover art
To capture combat sounds they took a trip to CFB Wainwright, a military base southeast of Edmonton. They got a big tour of it and were allowed to record anything they could find. The tour ended with them getting to drive and shoot tanks (real shells). The force of doing that sent waves through Joel Green, he felt his whole chest compress when it went off; the perfect sound for the Black Widow! After the trip the soldiers let him keep the shell he fired and it’s been passed on like a torch to various devs since
Kakliosaurs began life as a joke in the writers’ room after John Dombrow placed a Grunt figure on a t-rex toy he had on his desk. Lore was brainstormed to justify the mash-up before someone asked, “Why don’t we put this in the game?” They loved it so much Karin had custom coffee mugs made
Bug report: For a while Tali’s final romance scene would fire when she was supposed to be dead
“Balancing combat: how designers in ME3 entered an ‘arms race’” - the solution to players feeling OP vs players feeling frustrated by really strong enemies is to find a good middle ground, but for designers Corey Gaspur and Brenon Holmes, it was war. Brenon designed enemies, Corey designed guns. Corey “was obsessed with bigger, heavier guns. We had this sort of informal competition where he’d make this crazy overturned gun that would just murder all the enemies, and then I tuned some stuff up to compensate”
Brenon had to invent new ways to “stop Corey” and this led to the Phantoms. Corey had in turn designed consumable rockets that could wipe out entire waves of enemies. He must’ve figured this would make short work of Brenon’s space ninjas, but Brenon had other plans: “I had just added the ability for her to cut rockets [when Corey was playing MP and he was watching]. She cut the rocket in half... Corey just turns and looks at me and is like: ‘Really dude? I just shot a rocket at this Phantom and she’s fine? Not even damaged? Zero damage?’” 
This friendly rivalry helped elevate ME3′s gameplay. Corey had a knack for making a gun feel so good to fire it had his fellow designers scrambling to keep up. It was his version of balancing. Before Corey sadly passed away he mentored Boldwin Li in all things weapon design and the arms race continued
Corey designed the Arc Pistol. It was causing problems for enemies because it was too powerful. It seemed hell bent on staying that way, Boldwin would tune down all its stats and it was still doing 3x the damage it should have been doing. “I was like ‘What the hell?’, and then I looked closer. It secretly fired 3 bullets for every pull of the trigger! Corey, you sneaky jerk”
The day it launched there were midnight launch parties across North America including one near the BW building. Numerous devs sat at long tables greeting fans and signing autographs as the fans picked up preorders. When midnight struck the line was long enough that it took several hours for some fans to get their game. One particular fan is remembered: “It was 3am. Some guy drove up from Calgary with his friends. He was like one of the last people in line. I think he was sort of tired-drunk. He threw himself across the tables, pulled up his shirt and shouted ‘Guys, sign my abs!’ And like I did, because he waited so long. It felt impolite not to. So I hope he enjoyed his copy of ME3″
For designing Protheans concept artists had free reign to design something that read as ancient
Before the concept art team had the story of the game to work toward, they explored wild ideas of their own including an image of the crew stealing back the Normandy to go after the Reapers
Jen Cheverie was testing scenes and was initially excited to be testing Mordin scenes, til she saw she was testing the Renegade version of his death. “This is even before like all of the audio and everything was in, so you didn’t even have the sad music. I remember sitting at my desk and my hands just went to my face when I saw that the gun Shep pulls on Mordin is the gun he gives Shep in ME2. I burst into tears and was crying for the rest of the day. People are waving to me as they walk by and I’m like, ‘It’s ok, I’m just killing my best friend’” 
There’s a segment called “Shepard’s story ends”. Casey on the ending: “There’s a whole bunch of things that come together to make it incredibly tense and emotional for players. I think the biggest one was the sense of finality, that whatever it was that happened in that very last moment... was it.” 
Wrapping up the story was a massive feat. In a way all of ME3 is an ending. Its final moments were the players’ last with a char they’d been with all the way from Eden Prime
“And while the critical reception of the game was extremely positive, many fans were unsatisfied with the ending, which became one of the most controversial in the history of games.” CH: “We were, on one hand, at the end of a marathon trying to finish the game and the series. But as devs we also knew that there would be more. We knew that we would continue to tell the story. In retrospect, we didn’t fully appreciate the tremendous sense of finality that it would have for people”. He envisioned an ending that posed new questions, something in the tradition of high sci-fi that left players dreaming about what that particular galaxy’s future could hold. “Frankly, there’s a lot more that we could have and should have done to honor the work players put in, to give them a stronger sense of reward and closure”
AAA games are massive undertakings with a million moving parts. Somehow they come together but even the best-planned projects don’t turn out quite like devs hope. From start to end video game production is a series of compromises. It’s rare if not impossible for devs to ship a game they’re entirely happy with. “I think that people imagine that when you finish a game, it’s exactly the way you wanted it to be. But whether people end up loving or hating the final result, we work hard to finish it the best we can, knowing that there’s a lot we would have wanted to do better. I think that’s true of any creative work”
As the dust settled after the initial reaction to the ending and later its epilogue, meant to show the wide-reaching ripple effects of Shep’s final choice, “players emerged mostly asking for one thing”. CH: “Now, most of what we hear, after both ME3 and MEA, is ‘Hey, just go make more Mass Effect’. And that to me is the most important thing. Knowing that players want to return to the ME universe is what inspires us to press on and imagine what comes next”
Mass Effect: Andromeda
By creating a new ME in a new galaxy the team was challenged to put their own visual stamp on the game while keeping it true to the franchise
Being the first ME game on a new gen of consoles meant for more detail
“Massive transport ships called arks populated with salarians, turians, humans, asari and quarians” made the risky jump to the Cluster
MEA was the first time BW had truly codeveloped across 3 studios: Edmonton, Montreal and Austin. The bulk of the work especially early on was done in Montreal, which was composed of a handful of Edmonton expats and heaps of experienced devs who joined from elsewhere specifically to bring a new ME experience to life. Series vets in Edmonton then came on to contribute writing, cinematics, design and QA, along with leadership from creative director Mac Walters and the core Production team. Austin writers and level designers also joined the fray
“It took a new team to take ME beyond the Milky Way”
Mac: “A lot of people in Montreal joined BW as fans of the franchise, so they just had this passion, and it felt like it was more like the days of Jade Empire, where a smaller younger team gets to do something for the first time. Even though it wasn’t necessarily a new IP for me, it felt fresh and new because of that. The team was just super excited to be working on it”
Early plans had the player exploring hundreds of worlds, procedurally generated, allowing for a nearly infinite variety of experiences. But as development wore on, it became clear that the game narrative required more specific, hand-touched level design on each world to keep the story focused and the experience engaging. “The plan was to give players numerous uncharted worlds to explore. Designers worked hard to come up with procedural elements that would make such planets special. Eventually the team made the difficult decision to abandon procedural planets in favor of more memorable hand-touched alien worlds, each with a specific story to tell”
One challenge was defining what ME meant without Shep. Care was given to include many of the MET’s key species. “Ryder recruited turian, asari, krogan and salarian followers”. Like Shep Ryder represents humanity’s hope for a peaceful coexistence among aliens who had long operated without human contact
Beginning with MEA the team decided that with few exceptions vehicles in ME have 6 wheels. Early Nomad concepts were bulkier. Later ones focused on its ability to move over its ability to protect itself from hostile fire, underlining the themes of exploration
German concept designer and auto-motive futurist Daniel Simon was contracted to create the Nomad and Tempest. The Tempest’s final design took inspo from the Concorde 
Concepts for angaran fighter ships have the following notes: “Two doors swing open, wings rotate down to function as landing struts, the landing struts split open. It has a spinning turbine engine 
Despite being set a galaxy away and some 600 years after Mordin’s death, there was a time when he had a cameo. It wasn’t cut due to running out of time however, it was cut due to drug references. John Dombrow explains: “One day I had to write a small quest for Kadara. I thought it’d be amusing if these 2 guys living way out on the fringes in a shack were growing plants for uh, medicinal purposes, and needed Ryder’s help with it. It occurred to me, wouldn’t it be amusing if Ryder had the option of actually trying ‘the medicine’ to see what would happen? And I thought, what if it turned into some hallucination that somehow involved SAM - like maybe SAM would sing? But why? How could I motivate that? Then it hit me. Who else in the ME game sings unexpectedly? MORDIN. As a nod to him I wrote SAM singing Modern Major-General. It got even better when our cine designer John Ebenger wanted to take it even further. Bless him, he came in on a Saturday to do a special hallucination showing Mordin himself. It was great. Til the fateful day we were told MEA had already been submitted to the ratings board. That’s when you declare things like drug references in your game. Mordin fell under that category which meant it was a no-go. We were too late”
Ryder’s white AI armor contrasts Shep’s iconic dark armor (intentional design)
Concept art for Ryder involved experiments with cloth (cloaks, ponchos, capes - “Pull here to release cloak”) and asymmetrical design elements
For alien design, there’s a few exceptions but humanoid figures are the ME standard and this persisted into MEA
Kett and angara concepts explored striking lines and textures 
– From Bioware: Stories and Secrets from 25 Years of Game Development
415 notes · View notes
maxismatchccworld · 3 years
Text
Patch Notes
PC: 1.70.84.1020 / Mac: 1.70.84.1220 Console: Version 1.37
Something paranormal this way comes…
There are a number of new terrifying and spooky creatures waiting to make your acquaintance. Not all of them will try to scare you, and some are just downright cute. Still, your Sims' lives are about to become a little otherworldly. It’s time to enjoy letting things get a little paranormal.
Boo! Were you
Scared
? Probably not…
But what you might be interested in hearing is that there is a new emotion that you may see your sims in starting with this patch. There are two levels to this emotion, Scared and Terrified. When you find that your sim is too scared to do things they will be able to try and calm themselves through a few methods… ones that I would obviously know nothing about… *shifty eyes*
There are a few different ways that your sims can try to rid themselves of their fear, things like hiding under the covers or screaming incoherently can put them on the track to being fine once again. A number of buffs from previous packs will now be updated and classified as scared or terrified. It should give a whole new dimension to your sims, it’s like they’re 4d! *hushed whispers* Ohh… that’s not what 4d is? Nevermind.
As a bonus, Simmers with a Razer Chroma enabled setup (Single Zone Chroma RGB Lighting is not supported) can get more immersed in The Sims by extending the experience to your desktop. The Razer Chroma lighting will reflect the moods of your selected Sims*, colors that match the theme of the secret world you are visiting and more. You can disable the dynamic lighting in Game Options > Other if this is something you don’t fancy as well.
*Please note that you will need to be running Windows with Razer Synapse installed and running to make use of the dynamic lighting.
-SimGuruRad and SimGuruRusskii
Now onto the fixes:
Sims 4
Fixed an issue related to game freezing or hanging related to Platforms usage that made the game unrecoverable.
For our Xbox One Simmers, we have fixed an issue in which the audio was distorted after several hours of gameplay.
Empty plates left on the counter will no longer have the “Load Dishwasher” option greyed out. Honestly, this was the universe telling you that you probably shouldn’t use the dishwasher for one plate, but you’re welcome.
This editor and the Localization team fixed a few typos, capitalization issues, tweaked and enhanced (ENHANCE!) some translations across all packs as it is customary in all updates.
Get Famous
Sims can now be opted out of Fame in the Options Menu once again. Don’t care about the bling or the hi-life, ‘cause Simoleons ain’t mean thing if ya ain’t Simming right.
Snowy Escape
Fixed an issue in which Snowy Escape-locked CAS items were showing up when randomizing clothing in Create a Sim. And thus concludes the Window Shopping experience =(
Journey to Batuu
We fixed an issue that made the game crash if you were idle for a while in Batuu. I know I am all for doing all the activities all the time, but taking a breather (or well, staring… I mean admiring Kylo for a while) and having the game crash? I can only take so much at one time, you know?
Tiny Living
Child Sims will no longer levitate or perform the “Warn about Bed Safety” interaction on Murphy Beds. Turns out the Child Sims had joined a levitating class, so things are looking up!
The Media Marathoner will now properly display Power Consumption Ratings. When you waste electricity in the game, you’re wasting electricity in real life!
Simmers who own Seasons will now see the “Egg Hunt” interaction on the Media Marathoner and the Media Marathoner All-on-the-Wall.
Nifty Knitting
Cat owners rejoice! Now balls of Yarn made by pet Cats are able to be kept as owned. Whew! Toys for life! Until the next item of interest appears...
Fixed an issue in which Sims that didn’t have the Kleptomaniac Trait were able to have the “Attempt to Swipe” interaction available on balls of Yarn and Yarn Baskets. Kleptomaniac Sims rejoice on having their interaction for themselves…
Fixed an issue that made the notification for acquiring the Aspiration Lord/Lady of the Knits was not being displayed.
Sims’ feet will no longer sink into the ground if they decide to abruptly end (cancel the interaction) their Rocking on the Rocking Chair. I… Never mind, carry on.
After Sims Teach to Knit, other interactions such as Knit will be able to be performed. This means that after teaching to knit, you can actually knit. That seems like it should happen!
89 notes · View notes