Metal Gear Solid 5 got “announced” today with a new trailer and I skipped class to watch them talk about Shaders and Linear Workflow stuff. It was a really good GDC talk for anyone who makes art for video games.
+ Learning more about MGS5 was fun because Kojima Productions is one of the very VERY few big budget developers who consistently deliver deep games with nuanced, adult stories(even if MGS4 felt like a lot of compromise went into it). Dark Souls 2 is one of my only other beacons of hope for interesting games being developed on this budgetary scale
anyway watch the trailer and the GDC talk ( http://l.gamespot.com/10bsCot ) if you care about making games
Hany in the Sky (FACE - PC Engine - 1989)
always end up finding something sakamoto has done which still blows me away. getting some pretty massive silent hill vibes - which is weird cause this is ymo ~1993. feels way ahead of its time
|—||Slavoj Zizek (via immolator)|
Anna Anthropy mentions Reset in an interview with Gamasutra
LA: What do text games do that other games can’t, and what do you think traditional developers should learn from the current IF community?
AA: How about: Don’t be such fucking cowards. While mainstream games like
Figure 1: A British person
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