A Deeper Look At Prey’s Striking ‘Neo Deco’ Design

about X hours ago from
A Deeper Look At Prey’s Striking ‘Neo Deco’ Design

From the outset, Arkane Studios took great pains to ensure that Prey wouldn’t be set in your typical video game space station. Instead of plain white corridors, Morgan Wu faces off against aliens in a diverse set of backdrops – from opulent living quarters to behind-the-walls sections that are solely focused on function. Talos I has a rich history of its own, which we explored in a previous feature, and the station’s past is represented through several visually distinct layers.  

“We didn’t want to do sci-fi like everyone is doing it, so we came up with a narrative that drives the art and when you look at it you say, ‘Wow. I’ve never seen this before,’” says Raphael Colantonio, Prey’s creative director and president at Arkane Studios.

Ask Prey's Creators A Question For Our Upcoming Podcast

about X hours ago from
Ask Prey's Creators A Question For Our Upcoming Podcast

All month long, we've been rolling out features highlighting the next game from the creators of Dishonored, a game called Prey. We're really excited about this immersive FPS that takes place on an alien-infest space station and we think you should be as well. We're recording a special edition podcast soon with Prey's creative director Raphael Colantonio and lead designer Ricardo Bare and need your questions.

So we strongly encourage you to check out our hub of content, think up a question for the creators of Dishonored and the upcoming Prey, and leave it in the comment section below.

Click on the banner below to enter our constantly-updating hub of exclusive content, or subscribe to Game Informer's podcast now and get ready for the interview.

Ask Prey's Creators A Question For Our Upcoming Podcast

about X hours ago from
Ask Prey's Creators A Question For Our Upcoming Podcast

All month long, we've been rolling out features highlighting the next game from the creators of Dishonored, a game called Prey. We're really excited about this immersive FPS that takes place on an alien-infest space station and we think you should be as well. We're recording a special edition podcast soon with Prey's creative director Raphael Colantonio and lead designer Ricardo Bare and need your questions.

So we strongly encourage you to check out our hub of content, think up a question for the creators of Dishonored and the upcoming Prey, and leave it in the comment section below.

Click on the banner below to enter our constantly-updating hub of exclusive content, or subscribe to Game Informer's podcast now and get ready for the interview.

The Division: Survival Impressions – A Tense, Fleeting Diversion

about X hours ago from
The Division: Survival Impressions – A Tense, Fleeting Diversion

The last time I spent considerable time with The Division, I felt the game was chugging down a loot farming track that no longer offered a compelling reason for me to stick around. I wasn’t the only one, as the player population dipped drastically due to glitches, exploits, cheaters, frustrating endgame activates, and a broken loot system. A lot has changed since then. 

In the 1.4. and 1.5 patches, developer Massive completely revamped the gear acquisition loop for the endgame, made shops matter again, introduced new world tiers that determine the level of gear baddies drop, and rebalanced enemies to make the more challenging difficulty settings less maddening. The community has responded positively to the changes, and many who abandoned the game returned just in time for the new DLC drop, Survival.

Survival is an interesting departure for The Division that leaves behind all of the progress you’ve made with your character through the campaign, the Underground DLC, and the endgame activities. Hopping aboard a helicopter wearing only hazmat suits, 24 players are tasked with finding an experimental antivirus vial that may hold the key to counteracting the green poison that decimated New York City. On the way to the Dark Zone the helicopter crashes, scattering the players throughout the environment. 

The Division: Survival Impressions – A Tense, Fleeting Diversion

about X hours ago from
The Division: Survival Impressions – A Tense, Fleeting Diversion

The last time I spent considerable time with The Division, I felt the game was chugging down a loot farming track that no longer offered a compelling reason for me to stick around. I wasn’t the only one, as the player population dipped drastically due to glitches, exploits, cheaters, frustrating endgame activates, and a broken loot system. A lot has changed since then. 

In the 1.4. and 1.5 patches, developer Massive completely revamped the gear acquisition loop for the endgame, made shops matter again, introduced new world tiers that determine the level of gear baddies drop, and rebalanced enemies to make the more challenging difficulty settings less maddening. The community has responded positively to the changes, and many who abandoned the game returned just in time for the new DLC drop, Survival.

Survival is an interesting departure for The Division that leaves behind all of the progress you’ve made with your character through the campaign, the Underground DLC, and the endgame activities. Hopping aboard a helicopter wearing only hazmat suits, 24 players are tasked with finding an experimental antivirus vial that may hold the key to counteracting the green poison that decimated New York City. On the way to the Dark Zone the helicopter crashes, scattering the players throughout the environment. 

Afterwords – Paper Mario: Color Splash

about X hours ago from
Afterwords – Paper Mario: Color Splash

Many think Nintendo’s lovable plumber can do no wrong, but the last few entries in the Paper Mario series have drawn some criticism for their downplay of the series’ RPG elements and a general lack of NPC diversity. We tapped producer Kensuke Tanabe for his take on this criticism and to find out what fans can look forward to in the future.

Where did the idea for repainting the world originally come from? We were inspired by Ikuno-san of Intelligent Systems who is the Director of Production for this title. It was about 4 years ago, Ikuno-san saw his kids having fun coloring and since the kids were having so much fun, he thought to himself, “maybe we can do some coloring in the next title.” When I heard his story, I pitched it to the staff since we were looking for a new theme like, “yeah, let’s try incorporating that idea as the theme for Color Splash!” We started experimenting around.
It took a lot of trial and error before it felt comfortable coloring with a hammer. The staff at IS (Intelligent systems) persistently worked to make adjustments until it was just right.

Sports Desk – Forza Horizon 3 Blizzard Mountain & The Problem With Sports DLC

about X hours ago from
Sports Desk – Forza Horizon 3 Blizzard Mountain & The Problem With Sports DLC

I recently played a large chunk of Forza Horizon 3's Blizzard Mountain DLC. For $19.99 it's a decent helping of content fashioned after the base game, with its new, snowy location. That it's similar to the rest of the game is a compliment, as it contains all the normal custom events, barn finds, challenging roads, speed cams, and online features. Nevertheless, playing through the content made me think about the sports genre's difficulty with DLC.

First off, as I already said, I liked the Blizzard Mountain DLC – the spontaneous blizzards that obscure your vision being a highlight. Furthermore, I respect the time and abilities of the developers who work on games and all their post-release content, which is part of the reason for my thoughts on the tough spot sports games are with DLC.

The Sports Desk – Forza Horizon 3 Blizzard Mountain & The Problem With Sports DLC

about X hours ago from
The Sports Desk – Forza Horizon 3 Blizzard Mountain & The Problem With Sports DLC

I recently played a large chunk of Forza Horizon 3's Blizzard Mountain DLC. For $19.99 it's a decent helping of content fashioned after the base game, with its new, snowy location. That it's similar to the rest of the game is a compliment, as it contains all the normal custom events, barn finds, challenging roads, speed cams, and online features. Nevertheless, playing through the content made me think about the sports genre's difficulty with DLC.

First off, as I already said, I liked the Blizzard Mountain DLC – the spontaneous blizzards that obscure your vision being a highlight. Furthermore, I respect the time and abilities of the developers who work on games and all their post-release content, which is part of the reason for my thoughts on the tough spot sports games are with DLC.