Friday, 11 October 2024
News with tag French  RSS
Assassin's Creed Unity - Rob Zombie's French Revolution Animated Short

Added: 25.07.2014 23:03 | 0 views | 0 comments


Illustrated by The Walking Dead co-creator, Tony Moore, this animated short brings to life the gory details, bloody battles, and terrifying events of the revolution.

From: www.gamespot.com

Rob Zombie's French Revolution in Assassin's Creed Unity

Added: 25.07.2014 22:44 | 3 views | 0 comments


Assassin's Creed Unity teams up with famed musician and Master of Horror Rob Zombie to depict the chaotic and brutal events behind the French Revolution. Illustrated by The Walking Dead co-creator, Tony Moore.

From: feeds.ign.com

Athenor, a Graphical Adventure, the Amstrad CPC Released

Added: 25.07.2014 13:13 | 5 views | 0 comments


Carl Williams writes, "Athenor is a new graphical adventure game for the Amstrad CPC that hearkens back to the days of early graphical text adventure games such as the Questprobe series. These games were known for having both graphics (top of the screen usually) and text input (bottom part of the screen). Athenor is squarely in this line of gaming and it is only available in French at the moment."

Tags: Cave, There, French
From: n4g.com

Pillars of Eternity, Baldur's Gate, and Toeing the Line Between Homage and Clone

Added: 24.07.2014 14:00 | 2 views | 0 comments


It's said that we stand on the shoulders of giants--that is, that we advance into the future by building on the grand discoveries that have come before. Modern role-playing games, for example, stand on the shoulders of adventures like

In Pillars of Eternity, wolves are only the beginning.

And thus a new isometric game was born. Says Sawyer of Pillars' conception, "I said, let's just make a game that's like those old games. One that has that same feeling, has the same style, and for me, I just said we really need to make the core elements of it feel very much like the old games. The style of the [user interface], the style of the art, the style of the characters, even the armor of the characters. If you look at their gear, that's not how fantasy art looks now. That's how fantasy art looked 10 years ago, where it's much more sort of dressed down, it's not super saturated, it's a little more subdued and realistic in some ways. So for us, it was about making a game that captured the spirit of those. There are certain things that we changed, but again, those things that we changed are things that we think even in the old games were not very strong."

The demo came to a close, but not before the three-person adventuring party navigated an eerie temple, where black oozes, spiderlings, and a floor tile puzzle provided the biggest obstacles, while a choir chanted in the background and French horns called out their fanfares. The adventurers emerged into the Ruins of Cilant Lis, where they were greeted by a giant whirring magical device and the guardians protecting it. The game's title appeared on screen, leaving me to wonder if Pillars of Eternity will refresh role-playing traditions or simply replicate them--and whether pure replication is anything to scoff at, given the legacy of Baldur's Gate and its ilk. Nevertheless, I have faith not just in the strength of the Infinity Engine template, but in Obsidian's ability to use that template to craft a journey worth taking.

From: www.gamespot.com

Pillars of Eternity, Baldur's Gate, and Toeing the Line Between Homage and Clone

Added: 24.07.2014 14:00 | 2 views | 0 comments


It's said that we stand on the shoulders of giants--that is, that we advance into the future by building on the grand discoveries that have come before. Modern role-playing games, for example, stand on the shoulders of adventures like

In Pillars of Eternity, wolves are only the beginning.

And thus a new isometric game was born. Says Sawyer of Pillars' conception, "I said, let's just make a game that's like those old games. One that has that same feeling, has the same style, and for me, I just said we really need to make the core elements of it feel very much like the old games. The style of the [user interface], the style of the art, the style of the characters, even the armor of the characters. If you look at their gear, that's not how fantasy art looks now. That's how fantasy art looked 10 years ago, where it's much more sort of dressed down, it's not super saturated, it's a little more subdued and realistic in some ways. So for us, it was about making a game that captured the spirit of those. There are certain things that we changed, but again, those things that we changed are things that we think even in the old games were not very strong."

The demo came to a close, but not before the three-person adventuring party navigated an eerie temple, where black oozes, spiderlings, and a floor tile puzzle provided the biggest obstacles, while a choir chanted in the background and French horns called out their fanfares. The adventurers emerged into the Ruins of Cilant Lis, where they were greeted by a giant whirring magical device and the guardians protecting it. The game's title appeared on screen, leaving me to wonder if Pillars of Eternity will refresh role-playing traditions or simply replicate them--and whether pure replication is anything to scoff at, given the legacy of Baldur's Gate and its ilk. Nevertheless, I have faith not just in the strength of the Infinity Engine template, but in Obsidian's ability to use that template to craft a journey worth taking.

From: www.gamespot.com


« Newer articles Older articles »
advertising

Copyright © 2008-2024 Game news at Chat Place  - all rights reserved