#gamespot build
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hwd405 · 2 years ago
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Spyro 3 - The GameSpot Build and Lost Media
I've been actively researching and documenting early builds of Spyro 3 for something like 7 or 8 years now, and while I feel like I've made a significant impact, there's always going to be people that have never seen any the content that I've helped to document - so, every now and then, I get the urge to infodump about one piece of my research to a new group of people, to help make sure that the documentation I've done isn't only known to a very small group of people... that'd defeat the purpose of documentation, to an extent, I think.
Sometimes, outreach ends up being extremely important to the research and preservation of prerelease content - and this is no better exemplified than with Spyro 3's "GameSpot build".
On June 23rd, 2000, several websites and publications revealed early previews of Spyro: Year of the Dragon - this date was probably some sort of online embargo date.
The "April preview", an early build which seems to match the one used at E3 2000, was used by most of these publications. A few of them, according to accounts from those that wrote the previews, received exclusive gameplay sessions from the likes of Mark Cerny - these previews apparently took place quite close to the embargo date and certainly would have used a later build than the April one. We know that IGN received one of these sessions (but, according to the author of the preview article, was allegedly unable to record gameplay during this session, which resulted in IGN having to use the same build everyone else did in their preview articles), and it's a pretty safe bet that GameSpot did, too. In GameSpot's case, we actually got to see what this build looked like:
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As expected, it's a later build than the April prototype - this one seems to be from around the same point in development as the earliest demo disc version, though we're not sure if it's an earlier build or a later one. Three main characteristics stick out in these screenshots:
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We don't ever see what the eggs looked like in this build, but the fragments use this bizarre ornate gold texture.
The HUD uses a green egg sprite similar to some of the eggs seen in the April build; the earliest demo disc version also uses this sprite.
For some reason, transparent polygons are a solid black colour, making some screenshots look sort of ominous and weird.
Perhaps the weirdest thing about this build is that the gold egg fragments it uses, which to most players would be completely unrecognisable and unlike anything they've ever seen before, actually do appear in the final game. And they hatch from every egg in the entire game. In most cases, the fragment flies off screen before the player can spot it.
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The earliest demo build, which seems to be from around May 25th, 2000, does not include this texture at all, which has called into question the timeline placement of the GameSpot build. On one hand, they might've used the final egg texture momentarily, switched to the gold one, and switched back, accidentally leaving one of the textures intact. On the other hand, there have been cases in many Spyro builds of random early assets weeding their way back into the game via means that we don't really understand. Look no further than the August 27th, 1998 localisation prototype of Spyro the Dragon, a post-final build which inexplicably re-uses an early Gnasty Gnorc model, textures, and animations, from around 2 months earlier in development:
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The info we have on this build doesn't just stop at screenshots, though! GameSpot kindly uploaded 5 videos of the build - labelled "Movie 2" through "Movie 6" (thanks GameSpot. that's not confusing at all) - to their website. Most of these videos were later temporarily put behind a paywall, and in 2014, 4 of these videos were deleted during a server move, with only Movie 2 (the one never put behind a paywall) remaining. The one movie that remained didn't even play properly in GameSpot's video player for years, so I had to download the video from the API to view it at all:
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While the video is an important piece of history, and did reveal to us that the early Sgt. Byrd theme heard in some old IGN videos of the April preview had a previously unheard guitar section (this was prior to the public release of the April preview), it doesn't tell us very much new about the build. If we really wanted to more precisely date the build, we'd need to know what the eggs looked or sounded like - but the egg collection section was entirely cut from the video. As of yet, we just don't have this information.
As for Movies 3 - 6? These are now lost media. They were up on the site for 14 years, we know that people saw them, and I suspect there were people that downloaded them. However, since they were deleted nearly 10 years ago, nobody has come forward to say that they have one of the videos and to show what was in it. Anyone that does come forward with this info should be met with some scepticism, of course, but I think the only way we'll ever see more of this build is with a greater outreach and more widespread knowledge of the missing videos - the videos were readily downloadable from the website, and so someone still has the videos, I'm sure.
And before anyone asks, yes, the WayBack Machine has been very extensively searched for these videos - we can't find them, there's just no trace of them on there.
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Judging by the video descriptions, Movie 3 would have focused on Bentley, Movie 4 on either Sheila or Agent 9, and Movies 5 and 6 on Spyro gameplay.
I've only ever encountered one person who claims to have seen these videos, and whether they're to be believed or not, they claimed that one of the videos showed Sunny Villa using Fireworks Factory's theme (levels using the wrong themes was very common in early builds of these games! Additionally, Fireworks Factory's theme is very likely to have been present around this point in development), and another showed Agent 9 gameplay using a track that didn't sound very Spyro-like, but more like "something from James Bond".
When the April preview released later on, it was discovered that early Spyro 3 builds actually do have a number of entirely non-Spyro themes, all by µ-Ziq and Propellerheads, left unused in their soundtrack data. The tracks in these builds seem to line up with the levels present in an earlier build of the game, and by this metric, it seems that "Spybreak!", a theme from the Matrix soundtrack, would have (fittingly?) lined up with Agent 9's Lab, and possibly would have been used in that level in internal development builds. Sure enough, my contact agreed that this was the theme they heard, when I sent them the track - if this is indeed the case, then this build is very very weird indeed.
It remains to be seen whether we'll ever learn anything new about this build, but we can only hope. I've linked to an archived 7z file containing all the screenshots uploaded to GameSpot below, as well as a link to a TCRF article detailing some of the known differences spotted in this build:
Archive.org
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kairidaily · 11 months ago
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and here's 'Nomura, wtf was this scene gonna be about' number 376
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felassan · 4 months ago
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New interview video from GameSpot: 'Dragon Age: The Veilguard Won’t Leave New Players Behind'
"BioWare talks about making sure its new Dragon Age feels like an exciting new chapter for fans and how it’s also bringing new players into Thedas 0:00 Intro 0:17 How Does It Feel To Reveal Dragon Age: The Veilguard 0:54 What Was The Mission Statement? 1:55 How Have Other Fantasy Releases Affected Dragon Age? 3:03 How Does Dragon Age: The Veilguard Introduce New Players? 4:48 How Do Characters Grow/Progress In Dragon Age: The Veilguard? 6:55 How Much Do Voice Actors Affect The Character? 8:52 Are You Prepared For The Fans? 10:07 How Do You Balance Old And New Gameplay Mechanics? 11:20 Outro"
[source]
Notes:
They have always kind of known what the game they're building is
"Once you jump in, especially the prologue, we onboard you pretty quickly, you understand the stakes, you understand what's going on, and your character is also learning about these stakes, like what's going on, kind've at the same time as you are in some cases".
"It really unfolds, the writing did such a good job of fusing the past with the future, and you can see that in the characters that are coming back, that I can't talk about"
"Our companions [...], it feels like the Veilguard is your on-guard around Rook"
"We wanted characters that offer the most difference, the most choice, to bring along in your party. So how can these seven followers really diversify, juxtapose each other, fight with each other, how do they get along?"
"Actors have lots of opinions, as they should"
"Seeing how excited and passionate the fans are, it's something that you can't really tell someone, you can only, they have to see it themselves, and I mean, we've had some of our voice actors out here and they've expressed surprise. We did the signing yesterday and I think one of them came up and said, 'yeah, I came up and I saw this giant line, and I was like, who's that for?' I was like, 'oh, that's for you'."
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satoshi-mochida · 3 months ago
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Silent Hill 2 remake ‘Story’ trailer, hands-on previews - Gematsu
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Publisher Konami and developer Bloober Team released the official story trailer for the Silent Hill 2 remake.
Several outlets have also gone up with hands-on previews. English previews are available at GameSpot, IGN, PlayStation Blog, Polygon, Screen Rant, TheGamer, and VG247. Japanese previews are available at 4Gamer.net, Famitsu (2), Dengeki Online (2), and Gamer.ne.jp, GAME Watch (2).
Here is an overview of the game, via Konami:
About
Having received a letter from his deceased wife, James heads to where they shared so many memories, in the hope of seeing her one more time: Silent Hill. There, by the lake, he finds a woman eerily similar to her… “My name…is Maria,” the woman smiles. Her face, her voice… She’s just like her. Experience a master-class in psychological survival horror—lauded as the best in the series—on the latest hardware with chilling visuals and visceral sounds.
Key Features
High-end Graphics and Sound – With ray tracing and other cutting-edge technical enhancements, the world of Silent Hill and its unsettling ambiance is even realer than before. And with the inclusion of new, immersive soundscapes, you’ll feel like you’re standing in the thick of it.
Larger Environments – Explore locations and buildings that were once inaccessible, or are newly added in the remake. Enjoy the same acclaimed story, even while you experience the town of Silent Hill with fresh eyes across an expanded map.
Over-the-Shoulder Camera – The remake moves from the original’s fixed-camera viewpoints to an over-the-shoulder perspective, putting you closer to what James sees, for a more thrilling, more immersive experience as you explore the town and come face-to-face with monsters.
Evolved Combat Gameplay – Familiar weapons like the steel pipe and handgun make their return, but now with an updated combat system. Avoid attacks with carefully timed dodges, aim down sights, and more, making monster encounters more engaging and nerve-wracking then ever.
Silent Hill 2 is due out for PlayStation 5 and PC via Steam on October 8.
Watch the trailer and some new gameplay footage below.
Story Trailer
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Japanese
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Gameplay
Bahamut
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IGN
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l-1-z-a · 5 months ago
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The Sims 2 Designer Diary #2 - GameSpot
By Gamespot Staff on January 6, 2004 at 2:55PM PST
The Sims took the world by storm when it was first released in 2000. The unusual strategy game, which lets you control the lives of autonomous little computer people called sims, went on to become the best-selling computer game ever, and it also gave rise to a series of successful expansion packs that expanded upon the original game with lots of new household items for your sims' houses, as well as new gameplay options, such as having pets or going on vacation. The Sims 2 will attempt to expand on the original game by letting you build bigger houses, create more-detailed sims, and, most importantly, have sims that grow and change over time--sims that start out as children, mature into adults, get married and have kids of their own, and eventually become senior citizens of SimCity. We caught up with Maxis creative director Charles London for more insight into the development of the upcoming sequel.
Up Close and Personal with The Sims 2
By Charles London
Creative Director
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andrevasims · 1 year ago
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Ahhh this is driving me crazy lol these screenshots are on multiple game news websites scattered amongst all the beta & early post-release TS2 screenshots, but I can’t find any context for them
I’m 99% sure this is the retail build of the game, because everything you see model/graphic-wise is how it looks in the final game, and all 3 of these outfits are in the base game but hidden in CAS (with multiple recolors of the black T-shirt one)
Obviously the black shirt says Gamespot on the back, but I looked at every Sims 2 article Gamespot has posted and none of them mention whatever this is about at all - They don’t have an Images section for TS2, though they used to like 7 years ago, but there’s nothing I saw on there via the Wayback Machine involving these screenshots either
tbh I just want to know because this is the only “official” screenshot that shows that hidden Warrior AF outfit, and I just would really like to learn the trivia behind why they made this outfit with an extra cleavage-y boob mesh that they never used anywhere else lol
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blazehedgehog · 1 year ago
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The Gradual Degradation of Fortnitemares
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Getting to be so let down with Fortnite lately. Much like how people get excited for Scream Fortress, Fortnitemares used to be this incredible thing. All the houses on the map would get decorated with inflatable witches and pumpkins and ghosts. There were spooky graveyards to explore, all kinds of fun stuff
As Fortnite continued and they leaned more and more on the lore, the map got away from urban environments. Fewer houses means fewer decorations. And Fortnite started getting into a habit where chapters got shorter and shorter and shorter -- Chapter 1 was something like three or four years, Chapter 2 was two years or less, and Chapter 3 was almost one year on the nose, ending just after Fortnitemares in 2022. Dataminers suggest that Chapter 4 was also supposed to end after Fortnitemares 2023, but the new map isn't ready yet, so supposedly Epic is considering a tiny interim season just for December so they can take Christmas break in peace and worry about launching the new chapter when they get back. I think that's fair.
Going back to the urban environments -- Chapter 1 Fortnite was all about towns. Greasy Grove, Tomato Town, Pleasant Park, Retail Row, all of them were full of houses. Retail Row would even get a Halloween Store like the map's own personal Spirit Halloween that you could visit if you wanted to see all the Halloween decorations in one room. It also had multiple farms, and farms mean things like corn mazes and more.
Chapter 2 was, in every way, a better Fortnite. Everything was more organic feeling than the Chapter 1 map was. It felt less tile-based. And it still had plenty of towns -- notably, Pleasant Park and Retail Row carried forward, and close to one fourth the map was covered in a vast forest that could be kind of spooky even in the summer. Also, that Halloween store got an upgrade, moving to its own location -- the Halloween MegaStore, which not only housed TONS of decorations, but even displayed previews of Fortnitemares Skins. As Fortnitemares drew close, the entire map was enveloped in spooky, endless fog, showing off Unreal Engine 4's great volumetric lighting, and a special "Nightmare Royale" mode was enabled, where you respawned as ghosts that could terrorize the living.
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Chapter 3's map was hard fantasy. Coastal settlements dominated by "The Seven", whose buildings were charitably described as "We have Star Wars at home." What urban environments it had were quickly destroyed -- not much reason to put up decorations in a demilitarized zone, after all. A house or two dotted around the map still featured the very rare Halloween decoration, but things were so dire that they straight up teleported a spooky farm into the middle of the map right before Fortnitemares just so they'd have something. Whereas Halloween would take over large portions of previous maps, the farm and the map's giant "reality tree" were the only places designated as Halloween-safe zones. Getting near them would enable a special vision mode that would suddenly make everything look dark and foggy, but 99% of the map remained un-spooky. It was, bar none, the worst Fortnitemares in the entire history of the game.
Chapter 4's big new feature was its modular map. Sort of like how they dropped a farm into Chapter 3, in Chapter 4, huge segments of the map changed from season to season. Cyberpunk cities just dropped out of the sky one day, as did Japanese pagodas, plus vast (and annoying) jungles dug up from underground. The map even launched with spooky castles built right in by default and maybe the biggest farm the game had ever seen. Even back in January, I was thinking, "this could make Fortnitemares awesome again."
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Chapter 4 has been a mess. This Gamespot article talks about what a jumble it is -- and before you ask, yes, Fortnite does have a storyline. Or it used to. Chapter 4 was apparently planned out well in advance and then (as per rumors) the order of everything may have gotten mixed up as crossover plans shifted or were canceled entirely. Friends and I figured this was what also spoiled Fortnitemares 2022 -- a rumored Lady Gaga concert ultimately never materialized, despite the season's "spooky rave" motif. The suggestion now in 2023 was that Epic had apparently been banking on a Persona 5 crossover to launch season 2, and when they weren't allowed to use Joker, it threw all of Chapter 4 out the window with it. The game has spent the last 11 months spinning its wheels and under-delivering on map updates -- sure, each season sees massive changes, but Fortnite used to actually mean a Fort Night, with bi-weekly updates that would shift a dozen mini-stories forward bit by bit.
Chapter 4 does none of that. The map changes once every three and a half months and that's basically all you get outside the thinnest strands of MMO-style quest progression and an overarching narrative that has gone from "not really making much sense" to "beyond a waste of time."
So stop me if you know where I'm about to go with this: Chapter 4, Season 4 launched maybe a month ago, and as of a night or two ago, Fortnitemares 2023 officially began.
That big spooky castle? They dropped a tropical resort on top of it.
The biggest farm in Fortnite history? So far... untouched.
Halloween decorations? The most you get is a candy bowl sitting on a curb of some houses.
There are little bits of Halloween flavor -- the tropical resort is owned and operated by a Playboy Vampire (in the James Bond sense, not the porn sense). Since the launch of Nitemares 2023, he's vamped out, and you get a special shotgun that shoots wooden stakes. But he's also trivially easy to fight, even by the standards of Fortnite's usual PVE "boss" characters.
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Nitemares staples like the Pumpkin Launcher and the Witch Broom have returned, though the Broom has less "returned" than been wholesale replaced with something that, to me, feels considerably more nerfed compared to the original item (it also doesn't make the cool sounds anymore).
And, like, it's early, yet. We could still just be getting started. Maybe the best is yet to come. Epic was apparently telling streamers that Fortnitemares this year was "going to be big." But I look at things right now and I feel the same underwhelming feeling I've had all of Chapter 4. And I look at the news lately that a lot of Epic people, guys like Donald Mustard, Sergiy Galyonkin, and one of Fortnite's chief artists, Drew Hill, have all left the company over the course of Chapter 4... plus the state Fortnite itself lately...
And it's starting to feel like there might be writing on the wall.
Over a year ago, half jokingly, a friend told me about his theory for the eternalization of Fortnite. Epic would probably never retire the game, but they would restructure its output so that new seasons would funnel into the game's growing Creative Mode, effectively turning it from a Battle Royale into their equivalent of Roblox. And the more time goes on, the more what he said is starting to feel right. Fortnitemares also features the game's newest UI refresh, which pushes creative maps right on to the main home screen in something that looks more like Amazon Prime Video than a video game.
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Now, maybe more than at any point in history, Fortnite feels the most like The Product and not a game. One designed to take less resources to maintain and continue to generate some amount of infinite money.
I never expected the good times to last forever, but it's sobering to think Fortnite's best years may be long gone and never to return.
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catastrophic-crisis · 1 year ago
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The Steam Next Fest for June 2023 is live, so here's some potential game demos to check out this weekend!
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Sea of Stars | Press Kit
Turn-based RPG Sea of Stars offers a pretty polished looking package, using dynamic lighting to shade and light detailed pixel landscapes that offer a surprising amount of verticality and traversal options, inhabited by denizens animated with a delightful amount of character. In combat too, the game adds a surprising bit of interactivity to the turn-based combat with the option to react in real time to boost damage output or minimize incoming damage on top of the strategic "locks" and "combo" systems. What we've seen so far reflects the game studio's mission of "retro aesthetics, modern game design", with Sea of Stars building upon the traditional turn-based RPG formula to give it that little something extra.
And of course, it has fishing. The game is set to release August 29th, 2023.
Sea of Stars is a turn-based RPG inspired by the classics. It tells the story of two Children of the Solstice who will combine the powers of the sun and moon to perform Eclipse Magic, the only force capable of fending off the monstrous creations of the evil alchemist known as The Fleshmancer.
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In Stars and Time | Website/Press Kit
RPGmaker-style time loop adventure In Stars and Time combines rock-paper-scissors-inspired turn based combat with plentiful party banter, creating a fun fantasy world to save from freezing time and capturing the feeling of having a bunch of friends all repeating the same phrase on Discord. This lightheartedness may be needed, if the crushing time loop shenanigans ahead are what they sound like.
But what seems like a handy trick to ensure victory quickly begins to weigh on Siffrin as he experiences the loop over and over with no end in sight. Unwilling to open up to their friends and companions, and with the literal weight of the world on their shoulders, can Siffrin find a way to break the loop before it breaks him?
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El Paso, Elsewhere | El Paso, Elsewhere Is A Supernatural Take On Max Payne Shooting To Its Own Rhythm by Kurt Indovina for Gamespot
There's no dancing around it: El Paso, Elsewhere, the new action game from Strange Scaffold, is an unabashed homage to the 2001 seminal pulp-noir action classic Max Payne. It's an obvious influence that writer, director, and voice actor Xalavier Nelson Jr. isn't shying away from, but is hoping to elevate for a modern audience. During my hands-on preview of the game, he told me, "I'm not interested in recreating Max Payne; I'm interested in seeing what Max Payne could be next." And for eclectic developer Strange Scaffold, that means a supernatural neo-noir blood-stained journey through a dimension-shifting motel to stop the world from being overrun by vampires.... It's a sentiment that can be heard in the dialogue of El Paso, Elsewhere. A mantra that rings true to the studio's preceding outings in the medium: "So let's take it from the top, like a jazz standard, played in our own time, as loud as we dare," all of which is intersected with the sounds of guns being loaded, and hammers being cocked. It feels like Strange Scaffold is playing to the beat of its own gunfire with El Paso, Elsewhere. We'll have to wait and see how it all jams out when it releases in Fall 2023 for PC and Xbox Series X|S.
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Loddlenaut | Press Kit
A relaxing yet satisfying game about cleaning a polluted ocean planet and taking care of the axolotl-like alien Loddles, Loddlenaut is a thesis-project-turned-commercial-release estimated to drop on Steam in 2023. Loddlenaut has you experiencing the satisfaction of blasting away grime and picking up garbage like gameplay out of something like PowerWash Simulator, but with a more relaxed style that streamlines cleaning and resource management in little ways. And the occasional cute swimming potato!
Loddlenaut takes inspiration from early-2000s pet-sims like Tamagotchi and the Chao Garden as well as more recent aquatic games like Subnautica and ABZÛ.
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TOBOR no.2b | Website/Press Kit
You are a successor to a previous spy robot, tasked with surveilling and gathering intelligence on an abandoned underground kingdom.
Your dreams are filled with colorful nightmares, and your predecessor was terminated via what one might call "head explosion". Make sure to watch, record, and deduce in order to not meet the same fate.
Active Agent: TOBOR no.2b Mission start date: Immediately Assignment: Gather intelligence of Undercroft using our top of the line surveillance system. You are now an active agent of RA. You're a very important asset to the company. Rule one, DO NOT EMPATHIZE with any subject or event inside the surveillance camera. Rule two, DO NOT INTERFERE with any subject or event inside the surveillance camera. Rule three, DO NOT BETRAY RA CORPORATION. EVER. The outcome of a betrayal has always been consistent. TERMINATION.... Remember: Spying is the future, the future starts with you.
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thegamecollection · 2 years ago
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THE LEGEND OF ZELDA: TEARS OF THE KINGDOM - REVIEW ROUNDUP!
We're on the eve of release and those big names have dropped their breathlessly good scores out into the wild!
The sequel we've all been waiting for is almost here and if these reviews are anything to go by, it could well be game of the year! A little early in May, we hear you say... Okay that's enough rhyming. Lets GO!
IGN - 10/10
"The Legend of Zelda: Tears of the Kingdom is an unfathomable follow-up to one of the greatest games ever made, somehow improving upon it in nearly every way – be that with simple quality-of-life improvements, a genuinely exciting story, or wildly creative new building mechanics that make you rethink what is possible."
Read the full review here.
Gamespot - 10/10
"Zelda: Tears of the Kingdom is a canvas for your own creativity, a book to write your own stories, a world to create your own legends. It gives you back as much as you put into it, and beckons you to soar, burrow, engineer, solve, adventure, and explore."
Read the full review here.
Eurogamer - 4/5
"All told, Tears of the Kingdom is an astonishing, quite literally top-to-bottom sequel, adding complexity and splendor to the Breath of the Wild formula without sacrificing its enchantment."
Read the full review here.
NintendoLife - 10/10
"Much like its predecessor, this is your playground for the next however many years to come, with a little sprinkling of that older Zelda fairy dust mixed into Breath of the Wild’s formula. It’s a glorious, triumphant sequel to one of the best video games of all time; absolute unfiltered bliss to lose yourself in for hundreds of hours. We can’t wait to see what the world will do with the game."
Read the full review here.
GamesRadar - 4.5/5
"Tears of the Kingdom manages to keep focus and provide a rich, robust experience that builds on what came before. I've basically done nothing but play the game for two weeks, and even now I have no intention of stopping any time soon. What better recommendation could a person give?"
Read the full review here.
GAMINGbible - 10/10
"I don’t know how, but Nintendo managed to follow a straight-up masterpiece with something bigger, better, and smarter. I genuinely feel bad for every other video game that has to be released in 2023."
Read the full review here.
Mainly full marks from the big guys suggests this is another Zelda title that is simply NOT to be missed!
Grab your copy on Nintendo Switch right here at The Game Collection!
-Jack
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foulwerewolfcrusade · 2 years ago
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Aether Gazer Unlimited Shifting Flowers C-Obs
Get Aether Gazer Unlimited Shifting Flowers & C OBS CLICK HERE
Aether Gazer:
The game is set in a world where a mysterious substance called Visbane has begun to corrupt the land. Players take on the role of a member of the Aether Gazer, an organization dedicated to fighting Visbane and protecting the world.
The game features a cast of over 20 playable characters, each with their own unique abilities and playstyles. Players can customize their characters' appearance and equipment, and they can also unlock new skills and abilities as they progress through the game.
Aether Gazer features a variety of different game modes, including a story mode, a multiplayer mode, and a challenge mode. The story mode takes players on a journey through the world of Aether Gazer, while the multiplayer mode allows players to team up with friends to take on challenges. The challenge mode offers players a variety of different challenges to test their skills.
Aether Gazer is a free-to-play game, but it also offers a variety of in-game purchases. These purchases can be used to purchase characters, weapons, and other items.
Aether Gazer is a 3D action game developed by BILIBILI and published by Yostar. The game was released in China in 2021 and is now available in English. Aether Gazer is a fast-paced action game with a focus on combos and flashy special attacks. The game features a variety of characters to choose from, each with their own unique playstyle. Players can also customize their characters' weapons and abilities to create their own unique builds.
Aether Gazer has received positive reviews from critics and players alike. The game has been praised for its fluid combat, stunning visuals, and engaging story. Aether Gazer is a great choice for fans of action games and anime.
Here are some pro reviews of Aether Gazer:
TouchArcade: "Aether Gazer is a solid action RPG with a great combat system and a lot of content to explore."
GameSpot: "Aether Gazer is a stylish and action-packed game that's sure to please fans of the genre."
Polygon: "Aether Gazer is a visually stunning game with a deep combat system that's sure to keep you coming back for more."
If you're looking for a new action game to play, I highly recommend Aether Gazer. It's a great game with a lot to offer.
Here are some of the pros of Aether Gazer:
Fluid combat: The combat in Aether Gazer is fast-paced and fluid. Players can chain together combos with ease, and the special attacks are flashy and satisfying to use.
Stunning visuals: Aether Gazer is a visually stunning game. The character models are well-designed, the environments are detailed, and the special attacks are visually impressive.
Engaging story: The story in Aether Gazer is engaging and full of twists and turns. Players will want to keep playing to see what happens next.
Overall, Aether Gazer is a great action game with a lot to offer. If you're looking for a new game to play, I highly recommend it.
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bluepoodle7 · 3 months ago
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#Illbleed #Level2RevengeOfQueenWorm #TheRealizations #GifsAndGifVideosIAlwaysWanted #IllbleedBetaStuffIRandomlyFound
Got a gif video of Eriko putting two and two together.
https://gifmaker.me/video-to-gif/viewimage/20240904-17-dhKRiwpwoLIWTtdT-G9Pixd-HNET
The Kevin version.
Search: Kevin diary – @bluepoodle7 on Tumblr
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Found a Illbleed Strategy Guide with a Sexydoll postcard I never seen before.
Mature warning due to Sexydoll's butt.
jp.mercari.com/en/item/m80151584023
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I found some Illbleed posters and I think there is some beta stuff on the second one with the characters on it.
I tried to get some screenshots of the second one.
I found these by typing in Eriko Christy figure.
https://page.auctions.yahoo.co.jp/jp/auction/w1136388829
The beta senses, Eriko on the ground, and the Mr. Banballow house are on this poster.
Illbleed - IGN
I never seen this beta heart that has 60 in green numbers, I never seen the beta Horror Monitor searching, never seen this beta level 2 movie theater image, I never seen Eriko with the hands on her head pose in the void but I have seen that in let's plays while Michel does the hands on her head thing so I guess all the player character's do that but it is rare to see, I have never seen this image of Eriko crawling on the ground in the void but I have see her do that in other beta builds with the true ending.
Found another image of Eriko sitting in the void with a Gamespot logo in the corner.
Blog do Amer - Cultura Pop por quilo!!!: Os Melhores Games do Dreamcast! (blogdohammer.blogspot.com)
Someone on Ebay is selling a Dreamcast Japanese magazine and I was this Illbleed page but I wonder if there is more pages for this game.
Images not mine but link is there.
💀𝔖𝔢𝔤𝔞 𝔅𝔞𝔰𝔰 𝕸𝖔𝖗𝖙𝖎𝖈𝖎𝖆𝖓💀 on X: "Early DCM coverage of Illbleed ⁽ᴰᶜᴹ⁻ˢᵉᵍᵃᴿᵉᵗʳᵒ⁾ https://t.co/6apdDBwDKc" / X
💀𝔖𝔢𝔤𝔞 𝔅𝔞𝔰𝔰 𝕸𝖔𝖗𝖙𝖎𝖈𝖎𝖆𝖓💀 on X: "More DCM coverage of Illbleed https://t.co/GtZO1o0W6P" / X
💀𝔖𝔢𝔤𝔞 𝔅𝔞𝔰𝔰 𝕸𝖔𝖗𝖙𝖎𝖈𝖎𝖆𝖓💀 on X: "I L L B L E E D ⁽ᴰᶜᴹ⁻ˢᵉᵍᵃᴿᵉᵗʳᵒ⁾ https://t.co/fEns8el7YN" / X
💀𝔖𝔢𝔤𝔞 𝔅𝔞𝔰𝔰 𝕸𝖔𝖗𝖙𝖎𝖈𝖎𝖆𝖓💀 on X: "DANGER! AHHHHHH------------!! ⁽ᴰᶜᴹ⁻ˢᵉᵍᵃᴿᵉᵗʳᵒ⁾ https://t.co/vn0Z9L98jX" / X
💀𝔖𝔢𝔤𝔞 𝔅𝔞𝔰𝔰 𝕸𝖔𝖗𝖙𝖎𝖈𝖎𝖆𝖓💀 on X: "https://t.co/bZeeGcYzni" / X
https://x.com/SegaBassFishman/status/1841201165389930607
💀𝔖𝔢𝔤𝔞 𝔅𝔞𝔰𝔰 𝕸𝖔𝖗𝖙𝖎𝖈𝖎𝖆𝖓💀 on X: "https://t.co/Sgaqngrpsf" / X
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2 - Intertextuality in videogames
This week, we explored the concept of intertextuality, which describes the relationships between texts and how they reference or influence one another. Based on my understanding, intertextuality highlights how different texts are interconnected, creating layers of meaning through their associations and references. This concept is not limited to literature but extends to all forms of media, including video games.
In the realm of video games, rapid technological advancements continually reshape how games are presented to players, introducing new gameplay modes, innovative world-building techniques, and enhanced interactivity. Concurrently, many games draw inspiration from or directly reference older titles, supporting a critical dialogue about gaming history and ensuring the continuity of specific genres, types, and platforms within the gaming community. (Funk, 2022)
Fortnite
In the context of video games, Fortnite (Fortnite, 2017) is a prime example of intertextuality. The game, developed by Epic Games, has become a cultural phenomenon partly due to its adept use of intertextual references. Fortnite incorporates numerous elements and references from a wide array of other media, including films, TV shows, comics, other video games, music, and pop culture. This makes the game a constantly evolving mosaic of contemporary culture.
These intertextual references are most evident in character skins, themed events, and special in-game experiences. For instance, Fortnite has featured characters from the Marvel and DC universes. These characters are not just visual enhancements; they often come with themed challenges and unique abilities that reflect their original stories, enhancing the player's connection to these beloved characters.
youtube
(GameSpot Trailers, 2019)
Additionally, Fortnite hosts spectacular in-game events that tie into major media releases or cultural phenomena. A notable event was the virtual concert featuring pop star Ariana Grande. This event was an immersive experience, combining her music with stunning visual effects, creating a unique blend of gaming and live performance. The game's use of music and dance references also illustrates its intertextual nature. The game is known for its emotes, which often include dance moves and gestures popularized by songs, viral videos, or celebrities.
youtube
(Grande, 2021)
I think Fortnite is a great example of intertextuality by seamlessly blending elements from diverse media into its gameplay and narrative structure. This approach enriches the player's experience, making the game more engaging and culturally relevant. The game continuously draws connections and creates new meanings through its intertextual references.
Fortnite. (2017). [Video Game] Epic Games.
Funk, T. (2022). Video game art reader. Volume 4. Amherst: Amherst College Press.
GameSpot Trailers (2019). Fortnite X Avengers Endgame - Official Trailer. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=TanGK9o_d24.
Grande, A. (2021). Fortnite Presents: Rift Tour Featuring Ariana Grande. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=RiM0moNk74o.
Heckmann, C. (2020). What Is Intertextuality — Definition, Examples & Types Explained. [online] StudioBinder. Available at: https://www.studiobinder.com/blog/what-is-intertextuality-definition/.
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gameforestdach · 7 months ago
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Die Berufung der Mystischen Speerhand in Dragon's Dogma 2 beeindruckt mit ihrer einzigartigen Mischung aus Magie und Nahkampf, was eine aufregende Spielerfahrung bietet. Dieser Leitfaden taucht tief in die besten Fähigkeiten und Taktiken ein, die für die Meisterung dieser Berufung essenziell sind, und stellt sicher, dass dein Erweckter sowohl eine gewaltige Kraft im Kampf als auch ein Meister der Massenkontrolle ist. Wesentliche Kernfertigkeiten Winding Cut: Eine schnelle, kontinuierliche Attacke, die mit zusätzlichen Eingaben an Geschwindigkeit zunimmt, ideal, um effektiv mit mehreren Gegnern fertig zu werden. Redoubted Bolt und seine Upgrades (Forbeding Bolt, Scatering Bolt): Diese Fertigkeiten sind entscheidend für die Kontrolle des Schlachtfeldes. Angefangen damit, Gegner ins Wanken zu bringen, steigern diese Upgrades bis hin dazu, die Bewegungen des Gegners vollständig zu verhindern, was für das Einrichten mächtiger Kombos entscheidend ist. Quick Fot: Diese Fertigkeit verbessert die Mobilität erheblich und ermöglicht es, sich sofort zu jedem durch deine Bolts markierten Ziel zu teleportieren, was essentiell ist, um große Kämpfe zu navigieren. Fortgeschrittene Angriffsfertigkeiten Skiedragoun’s Fangtooth: Dieser dramatische Luftangriff verursacht nicht nur erheblichen Schaden, sondern wird auch stärker, wenn er genutzt wird, um einem ankommenden Angriff auszuweichen. Es ist eine Fertigkeit, die taktische Rückzüge mit aggressiven Gegenangriffen belohnt. Magike Sperepelote: Eine mächtige Fernkampfoption, die eine Explosion magischer Energie aus der Lanze feuert, mit dem Potenzial für enormen Schaden, basierend auf der im Angriff gespeicherten Ausdauer. Swift Charge (Moment’s Charge): Konvertiert Gesundheit und Ausdauer in eine sofortige Maximalaufladung von Forbeding Bolt, essentiell für die schnelle Unterwerfung mächtiger Feinde. Defensive Taktiken und Hilfsfertigkeiten Mirour Shelde: Erschafft temporär einen undurchdringlichen Schild um den Nutzer und Verbündete, der allen ankommenden Schaden negiert und einen kritischen Verteidigungsvorteil in schwierigen Begegnungen bietet. Ravinour’s Hond: Diese lebensentziehende Fertigkeit ist wichtig für die Regeneration von Ausdauer, was die anhaltende Verwendung von Fähigkeiten mit hohen Kosten ermöglicht. Wichtige Verbesserungen Opulence: Erhöht den Goldgewinn aus allen Quellen, was beim Kauf von wichtigen Upgrades und Ausrüstung nützlich ist. Polarity: Steigert die körperliche Stärke tagsüber und die magische Kraft nachts, was taktische Vielseitigkeit basierend auf der Tageszeit bietet. Athleticism: Reduziert den Ausdauerverbrauch beim Sprinten, entscheidend, um Agilität im Kampf zu bewahren. Strategische Spielstilempfehlungen Halte ständige Bewegung aufrecht und sei dir deiner Positionierung bewusst, um die Effektivität von Flächen- und Zielfertigkeiten zu maximieren. Balanciere deinen Einsatz von Mobilitätsfertigkeiten wie Quick Fot mit kraftvollen Schlägen von Skiedragoun’s Fangtooth oder Magike Sperepelote, um das Schlachtfeld zu dominieren. Der umsichtige Einsatz von Verteidigungsmechanismen wird nicht nur dich, sondern auch deine Verbündeten schützen, was den Ausschlag in herausfordernden Kämpfen geben kann. Weiterführende Lektüre Für detailliertere Informationen zu Builds und Berufungsstrategien in Dragon's Dogma 2, schau dir den umfassenden Leitfaden bei GameSpot an. In verwandten Gaming-News, entdecke Schlüsselstrategien für die Bewältigung der neuesten Quest in Pokémon Go mit unserem Leitfaden zu Entschlüsselung von Pokémon Go's "Funkeln der Dankbarkeit": Die Shiny Shaymin Quest vereinfacht, der die Komplexitäten des Fangens des schwer fassbaren Shiny Shaymin vereinfacht. Entdecke mehr und verbessere deine Gaming-Fähigkeiten Mit den richtigen Fähigkeiten und Taktiken kann der Mystische Speerhand-Build dein Spielerlebnis in Dragon's Dogma 2 sowohl bereichernd als auch spannend machen. Nutze diese Strategien, und du wirst auf dem besten Weg sein, eine der interessantesten Berufungen des Spiels zu meistern.
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okgooglenews · 8 months ago
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As The Elder Scrolls Turns 30, Bethesda Issues Brief The Elder Scrolls 6 Update - IGN
* As The Elder Scrolls Turns 30, Bethesda Issues Brief The Elder Scrolls 6 Update  IGN * Elder Scrolls 6 major announcement drops as Bethesda celebrates series' 30th anniversary  GAMINGbible * Bethesda Gives Small Update On The Elder Scrolls 6 As Franchise Celebrates 30th Anniversary  GameSpot * "Early builds" of The Elder Scrolls 6 are being played at Bethesda, offering the same "joy, excitement, and promise of adventure" as the rest of the series' 30-year history  Gamesradar * Bethesda discusses "early" The Elder Scrolls 6 work-in-progress build  Eurogamer.net http://dlvr.it/T4bZk8
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l-1-z-a · 2 years ago
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The Sims 2 Nightlife Q&A - Exploring and Living Downtown
Senior producer Tim LeTourneau is back once again to fill us in on the latest details of the expansion pack.
By Gamespot Staff on September 1, 2005 at 5:43PM PDT
EA announced earlier this week that The Sims 2 Nightlife, the second expansion pack for last year's hit game, has gone gold. This means that development on Nightlife has finished, and it's now on its way through manufacturing before arriving at a store near you later this month. Nightlife promises to be a huge expansion for The Sims 2, because it adds a gigantic new downtown area to explore, not to mention lots of new content, ranging from objects, fashions, character interactions, and more. There are even cars and vampires added to the core game. So in our final Nightlife Q&A, we once again turned to Tim LeTourneau, the longtime producer of The Sims and The Sims 2.
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It's not really a party unless it's a karaoke party.
GameSpot: How are the downtown areas delineated in Nightlife? Are they integrated into the existing neighborhoods, or are they all set on a separate screen, much like the college campuses in The Sims 2 University?
Tim LeTourneau: Downtown is a whole new neighborhood (just like the campuses in The Sims 2 University). What's really cool is we have added the ability to set neighborhoods to nighttime, which kind of goes with the whole theme of the pack. So when you see our downtown you see searchlights combing the sky in a dramatic cityscape. I think players are really going to be surprised when they see it.
GS: Will the current neighborhoods in The Sims 2 (Strangetown, Veronaville, and so on) have their own custom downtown areas? Will you be able to "share" a downtown area with different cities?
TL: Each neighborhood has its own downtown. Now the players can either create a downtown using the template we provide, or if they prefer, they can build one from scratch. Sims can also move to the downtown as well, so if you prefer to tell the story of your sims living a more metropolitan life, you can.
GS: How many different "plots" are there in a typical downtown that you can develop? Is there enough room to create a diverse downtown, with clubs, bars, restaurants, bowling alleys, and more?
TL: Well the downtown that we provide has over 20 different lots that sims can visit, with all the variety you can think of--restaurants, bars, bowling alleys, diners, poker clubs, etc. Players will definitely find their favorite hangouts, or make their own and add them to the list.
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Deep down, every sim is a party animal.
GS: Speaking of bars, restaurants, and bowling alleys, what other sorts of downtown locales are possible?
TL: There are karaoke lounges, nightclubs, card rooms, and, my personal favorite, there is even a cemetery--a great place for dates with vampires. And as I said, you can combine any of the different locales, so the possibilities are only limited by the player's imagination.
Dating Dracula
GS: How much will a car cost? Does owning a car actually save a lot of time, or is it more a prestige thing for your sim?
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You must be one with the bowling ball.
TL: They range in price from the introductory hatchback all the way to the sports car. Having played a lot now, I can honestly say that a car has become an essential purchase with my starting funds. They save so much time in a career, because they give you an extra hour to get to work. But they are also so convenient for going out, as there's no need to waste time waiting for the cab. The prestige part is just a bonus.
GS: How many different car models do you expect in Nightlife? And will mod makers be able to create custom car designs, like they create custom objects?
TL: There are five cars that are shipping with the pack (with a great variety of design modes). We also have another one available for download if you preorder. I'm sure the modders will figure out how to expand that number greatly.
GS: Let's go back in time a bit. When did the development of Nightlife begin? Were the first initial expansion packs plotted out before The Sims 2 shipped?
TL: We have talked about a lot of different expansion pack ideas. Probably any pack we would ever do has crossed our mind at some point by now. About halfway through The Sims 2 University, we thought about what we'd like to see The Sims do next. The community experience wasn't everything we thought it should be in the base game and we wanted to add more of a reason for sims to get out of the house. That's really how The Sims 2 Nightlife took shape. Of course, our memories of The Sims Hot Date also had some influence on this decision, too.
GS: Is there a list of potential expansion ideas floating around somewhere at Maxis, and how does an idea move to the top of the list?
TL: There's definitely a list, but that doesn't mean that any of the things on there will gel into an actual pack. As I said, a lot of ideas are floating around in our heads. We really rely on what the community of players is asking to be able to do as well--they are our greatest influence. We couple their requests with our own creative juices and ultimately settle on a pack concept that we think will be the right thing to do next. You'd think after all these years it would be more scientific, but the reality is that The Sims is a game that is made from the heart. We can feel it when we've made the right choice when the whole team embraces the concept and makes it their own.
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They aren't kidding when they say poker is everywhere nowadays.
GS: And finally, any hints as to what's next for The Sims 2? There are the console and handheld versions coming out, but what about future expansions for the PC version?
TL: Players will know what the next expansion pack is soon enough. For now, you'll just have to wait!
GS: Thanks, Tim.
TL: You're welcome. I'm always happy to tell people what's up with The Sims.
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The Academic Blog: 5
In this blog, we are going to talk about semiotics.
What is semiotics? The study of signs and symbols, including how they are understood and the meanings assigned to them, is called semiotics. It's an area of study that looks at how people communicate using signs and symbols in a wide range of contexts, including words, images, gestures, and more. Though it began as a theory based on philosophy and language, semiotics has subsequently broadened to include linguistics, sociology, anthropology, literary theory, and the visual arts, among other fields.
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The Treachery of Images (Rene Magritte 1929)
Analyzing Batman's Semiotics: Signs, Shadows, and Justice
Introduction: Few characters in the vast world of comic book heroes are as recognizable and powerful symbolically as Batman. Beyond the cowl and cloak is a narrative tapestry that is full of semiotic details that can evoke strong feelings and convey meaning. We dissect the symbols that make Batman a cultural phenomenon as we delve into the semiotics of the superhero.
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The Bat Symbol: Justice The focal point of Batman's semiotic presence is the recognizable bat emblem that is worn on his chest. This symbol represents justice and inspires terror in the hearts of offenders, surpassing simple beauty. The bat, which has historically been connected to mystery and darkness, comes to represent Batman's unwavering quest for order in the tumultuous city of Gotham.
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The Bat Signal: A Beacon of Hope Commissioner Gordon projects the Bat-Signal into the night sky, a semiotic device that summons Batman's attention. It represents the city's dependence on the Caped Crusader during dangerous times and acts as a beacon of hope. This well-known emblem serves as a potent reminder of the unwavering spirit of justice, in addition to being a useful tool for communication.
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The Batmobile: A Vehicle of Strength and Fear More than just a means of transportation, Batman's imposing and elegant Batmobile is a symbolic extension of his ego. Advanced technology and a frightening appearance make the Batmobile a symbol of strength, speed, and Batman's unwavering resolve to eliminate crime from society.
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Gotham City: The Urban Semiotics of Hopelessness The city of Gotham itself appears to have a semiotic background, representing social deterioration and corruption. Gotham is an essential aspect of the semiotic narrative. A city that is always in need of redemption—because of the tall buildings and dimly lit passageways that represent the difficulties Batman faces.
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The Joker: A Chaotic Counterpoint The Joker, Batman's biggest enemy, provides a fascinating semiotic contrast. His erratic behavior and chaotic demeanor stand in stark contrast to Batman's law and order. The Joker, who stands in for the unpredictable forces obstructing Batman's mission, complicates their metaphorical dance of light and darkness. (Czerwenka, 2019)
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Wayne Manor and the Batcave: Revealing His Dual Character: Two representations of Batman's dual persona are Wayne Manor and the Batcave. Batman's actual strength is hidden in the Batcave, an underground sanctuary buried under Wayne Manor's grandeur. This dichotomy takes on symbolic significance as a symbol of self-sacrifice, hardship, and the complexity of the superhero journey.
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Conclusion: Each symbol in the Batman universe has significance and weight, adding to a story that goes beyond the pages of comic books. Beyond Gotham City and into the collective consciousness of a worldwide audience, Batman's semiotics are pervasive. The batmobile, the Bat-Signal, and the bat emblem are all semiotic devices that tell the timeless story of justice, selflessness, and the unbreakable spirit of the Dark Knight. They are more than just props. Batman's semiotic legacy is as persistent as the shadows he emerges from, as we continue to observe his progression across multiple mediums.
Reference list
Bonthuys , D. (2023). Best Batman Games: from the Arcade to Arkham. [online] GameSpot. Available at: https://www.gamespot.com/gallery/best-batman-games/2900-4845/#1
Buckland, W. (2000). The Cognitive Semiotics of Film. [online] Cambridge University Press. Available at: https://www.cambridge.org/core/books/cognitive-semiotics-of-film/8649E322E22FA6B989ABAE5191EDF9AE
Czerwenka, E. (2019). The Joker: a Semiotic Analysis. [online] School Communication Arts. Available at: https://schoolcommunicationarts.com/the-joker-a-semiotic-analysis-by-elisaczerwenka/#:~:text=A%20Semiotic%20Analysis%20is%20the
DC Comics (1939). Batman. [online] DC. Available at: https://www.dc.com/characters/batman
DC Comics (1940). Joker. [online] DC. Available at: https://www.dc.com/characters/the-joker
Magritte, R. (1929). The Treachery of Images, 1929 by Rene Magritte. www.renemagritte.org. Available at: https://www.renemagritte.org/the-treachery-of-images.jsp#prettyPhoto
May 27, J.S., May 26, 2023, 6:35 pmPosted: and Pm, 2023 10:20 (2023). How to Watch the Batman Movies in Chronological Order. [online] IGN. Available at: https://www.ign.com/articles/batman-movies-in-order
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