THQ Nordic announces Alone in the Dark remake
▻https://www.gamedeveloper.com/business/1992-alone-in-the-dark-is-a-remake-pieces-interactive
Alone in the Dark has been on ice for seven years, and now the franchise is returning with a remake of the original game.
Alone in the Dark returns – PlayStation.Blog
▻https://blog.playstation.com/2022/08/12/alone-in-the-dark-returns
Experience the franchise that defined the survival-horror genre and pathed the way for classics like Resident Evil and Silent Hill – yes, we’re delighted to let you know that the reimagining of Alone in the Dark is coming to PlayStation 5! A technical marvel when it first launched in 1992, Alone in the Dark set the standards for immersive horror adventures to come. Developer Pieces Interactive is returning to the franchise’s roots in terms of setting while updating and reimagining the game for a new generation of players.
#jeu_vidéo #jeux_vidéo #annonce #thq_nordic #pieces_interactive #remake #jeu_vidéo_alone_in_the_dark #horreur #atari #infogrames #mikael_hedberg #jeu_vidéo_amnesia_the_dark_descent #jeu_vidéo_soma #guy_davis #jeu_vidéo_resident_evil #jeu_vidéo_resident_evil_7 #jeu_vidéo_resident_evil_village #jeu_vidéo_resident_evil_4 #jeu_vidéo_the_callisto_protocol #striking_distance_studios #jeu_vidéo_dead_space #ea_motive #ea #electronic_arts #console_playstation_5
]]>What Star Wars: Squadrons can teach us about reviving classic genres
▻https://www.gamedeveloper.com/gdc2022/what-star-wars-squadrons-can-teach-us-about-reviving-classic-genres
Expanding outward, Frazier explained that the UI team engineering the cockpit controls worked with Lucasfilm Limited to both mirror depictions of the different consoles as seen in the films, and make sure they were readable for gameplay. “We were pretending Incom, making X-Wings, or Sienar Systems, making TIE Fighters,” he said. “We also pretended to be Industrial Light and Magic working in 1977.”
That meant using cathodes, metal plates, and material that all looked like they were stored in the back of a Van Nuys warehouse in the late ’70s to answer questions that the fictional Star Wars engineers might be asking. Frazier called out that the computer screens in the different ships (even ones that weren’t around for the first film) particularly embodied this philosophy.
If you play Squadrons in the highest resolution in VR, you can lean in and see the individual dots creating images in the interface. Similar details were applied elsewhere. Peer closely enough where the canopy and hull meet and you’ll see scuffs in the paint that line up roughly with where a pilot would be repeatedly grabbing the hull to pull themselves in and out of the ship.
#jeu_vidéo #jeux_vidéo #star_wars #jeu_vidéo_star_wars_squadrons #postmortem #gdc_2022 #game_developers_conference_2022 #jeu_vidéo_star_wars_tie_fighter #jeu_vidéo_star_wars_x-wing #ian_frazier #ihm #interface_utilisateur #ux #culture #vr #réalité_virtuelle #ea_motive
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