Mittwoch, 2. April 2025

Tomb Raider and Perfect Dark devs Crystal Dynamics cut staff, promising that current projects are unaffected

Tomb Raider, Soul Reaver and Perfect Dark developers Crystal Dynamics are laying off 17 "talented team members" in order "to better align our current business needs and the studio's future success". According to a social media statement, they "did not take this decision lightly". Oh, and "this change does not alter our current project plans."

It's not clear who exactly has lost their jobs, but going by this Xitter post, senior combat designer Mark Vernon is one of them. "Call me Mark S the way I just got severed, from employment," he writes. Best of luck finding your way to the black elevator hall, Mark V. (If you haven't watched Severance, I promise this reference is more hopeful than it sounds.)

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Minecraft's "vibrant" update has me thinking about video games as time capsules

In the latest Minecraft Live, developers Mojang revealed a "Vibrant Visual" overhaul for a game that is now older than many (most?) of the people playing it. Initially planned for the game's Bedrock edition, with a Java version update to follow, it garnishes Minecraft's blocky wilderness with directional lighting, volumetric fog and other gimcrackery you might recognise from more recently published open worlders.

Back when I was a mod-phobic Vanilla player, I would have sneered at all this. Minecraft is not supposed to have "subsurface scattering", whatever that means to regular mortals. It is not supposed to look high fidelity, or high tech. It is supposed to look like, well, Minecraft. These days, my reaction is less outrage and more curiosity, mingled with vertigo at the entangling of these trendy flourishes with the pixelgrain of what is still, on some level, Infiniminer touching grass. Whatever you think of these Vibrant Visuals, it's interesting to follow Mojang's efforts to tinker with and flesh out an aesthetic that was arguably 'perfected' in 2009. It’s also interesting to think about what “vibrant” might look like, 16 years from now.

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Monster Train 2 rolls up with a release date

The makers of cardy roguelike Monster Train 2 announced a release date yesterday, revealing that it'll be pulling into Steam libraries and honking its big "all aboard" horn in less than two months. Do you have the capacity to allow another deckbuilder into the overcrowded dining car of your brain? I probably don't. But I do have fond memories of the first game's crunchy runs and over-the-top card combos. Hmmm, maybe another rail trip or two hundred would be nice.

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Schedule I creator seems to have vastly undersold how much content is in his new Steam hit

There are few things more heartwarming than a solo developer seeing breakout success, especially if their game is a wholesome testament to community spirit, entrepreneurship, and innovative street cleaning solutions like Schedule I. Pretty close, though, is a solo developer pulling a 'Miyazaki lying about Elden Ring', and underselling just how big their game actually is in the run-up to release.

Developer Tyler has been updating the bud flinging simulator steadily throughout the demo release and into the current early access, and they've also got a roadmap over at Trello here (featuring: raids, parkour, jukeboxes, and controller support among other things). Some of the most relevant communication is actually in the Steam forums though. Tyler revealed yesterday that he's currently working on getting the game Steam Deck verified. It's also where he first revealed the full list of planned sellables that are now in the roadmap (Marijuana, Meth, Cocaine, Shrooms, MDMA, and delicious + cool Heroin), with plans to take community suggestions once they're all in.

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Dienstag, 1. April 2025

Stardew Valley Baldur's Gate 3 mod back online after D&D owners "mistakenly" send a copyright strike

Dungeons & Dragons company Wizards Of The Coast have apologised for "mistakenly" sending a legal takedown to the creator of a free Stardew Valley mod that adds a village inspired by and featuring characters from Baldur's Gate 3. The mod has attracted praise from Larian CEO Swen Vincke, who was naturally a bit piqued when it was taken offline.

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Eidos Montreal lay off 75 workers in further cuts to the Deus Ex studio

75 people have been let go by Eidos-Montreal, the studio announced yesterday. The Deus Ex and Tomb Raider developers laid off the workers because they didn't have the "capacity to entirely reallocate them", according to a statement. It's a further blow to the workforce at the Embracer-owned company, following hefty cuts last year.

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Dwarf Fortress creator toys with the idea of an Elf Fortress

Dwarf Fortress co-creator and programmer Tarn Adams has made fleeting, whimsical allusion to the possibility of an Elf Fortress game in a new interview - a fleeting, whimsical allusion I will now pounce on and make an enormous deal of, because my goodness, man, you can't just say "Elf Fortress" and walk off whistling into the sunset.

The topic arose during a discussion of why fantasy dwarves are a "fortuitous" archetype for a maddeningly system-driven game like Dwarf Fortress, in which half the fun is enjoying the tunnel vision of characters who will cheerfully neglect their duties and doom their brethren because, for example, they're obsessed with crafting a mug that menaces with spikes of bituminous coal and alpaca wool. According to Adams, this is relatably "human", though he muddies things intriguingly by dropping a reference to androids, and allows to weave stories around technical eccentricities and outright bugs, which can be read as instances of "dwarfy" fixation and excess. Elves? They don't work the same way.

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