This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

about X hours ago from
This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

NeoMam Studios is a content creation agency that makes, among other things, digital renditions of architecture with a wide variety of influences and styles. Past projects have included envisioning The Simpsons’ living room in different styles, or even offices based on different fonts. Its most recent project takes a deep dive into the architecture of video games.

“The team that worked on this, we all we agree that most of us really like architecture,” says Gisele Navarro, operations director at NeoMam. “We also like games, so we were also very excited because of that. And so I think we were just trying to reach new people.”

From a business point of view, the main reason for creating projects like these is to draw a new audience to HomeAdvisor’s site. In addition to this, however, some people had more romantic perspectives on the project’s purpose.

Play Super Mario Maker 2 Levels Created By The Game Informer Editors

about X hours ago from
Play Super Mario Maker 2 Levels Created By The Game Informer Editors

Super Mario Maker 2 has now been out for a little bit, and we like it a lot. With multiple editors diving into the creation tools, we decided to gather a collection of courses created by our staff in one handy article. This way, if you want to see what we've come up with, you can easily find the stages by entering the nine-digit codes into Course World.

We'll continue updating this list as we make more levels, and potentially more editors jump into the creation tools, so be sure to check back on a regular basis to find more levels to play from the Game Informer staff!

Javy Gwaltney

Play Super Mario Maker 2 Levels Created By The Game Informer Editors

about X hours ago from
Play Super Mario Maker 2 Levels Created By The Game Informer Editors

Super Mario Maker 2 has now been out for a little bit, and we like it a lot. With multiple editors diving into the creation tools, we decided to gather a collection of courses created by our staff in one handy article. This way, if you want to see what we've come up with, you can easily find the stages by entering the nine-digit codes into Course World.

We'll continue updating this list as we make more levels, and potentially more editors jump into the creation tools, so be sure to check back on a regular basis to find more levels to play from the Game Informer staff!

Javy Gwaltney

What Works (And What Doesn't) In Apex Legends' Second Season

about X hours ago from
What Works (And What Doesn't) In Apex Legends' Second Season

After its mysterious and enticing E3 teaser trailer a few weeks ago, the second season of Apex Legends finally launched this past week, bringing yet another character as well as a host of changes and new cosmetics to the free-for-all fight. Are all these additions enough to keep one of the hottest battle royales interesting?

After spending several hours with Apex's new additions, I've discovered that the new season does a lot to add enticements to keep the playerbase busy, but maybe not enough to chart a clear path forward to the amazing service game that Apex Legends could be. Here's what works and what doesn't work about Apex's newest season.

Wattson Is The Best The previous season's addition, Octane, was a fun character to Legends' roster, but his abilities didn't make him a bedrock squad character in the same way Lifeline's healing abilities or Bloodhound's enemy spotting power have made them popular. By contrast, however, Wattson is severely disruptive to many established strategies and squad builds. Her defensive fence-building powers, not to mention pylons that recharge your squad's shields and kill incoming grenades, make it possible for your team to build a fortress wherever you go. 

What Works (And What Doesn't) In Apex Legends' Second Season

about X hours ago from
What Works (And What Doesn't) In Apex Legends' Second Season

After its mysterious and enticing E3 teaser trailer a few weeks ago, the second season of Apex Legends finally launched, bringing yet another character as well as a host of changes and new cosmetics to the free-for-all fight. Are all these additions enough to keep one of the hottest battle royales interesting?

After spending several hours with Apex's new additions, I've discovered that the new season does a lot to add enticements to keep the playerbase busy, but maybe not enough to chart a clear path forward to the amazing service game that Apex Legends could be. Here's what works and what doesn't work about Apex's newest season.

Wattson Is The Best The previous season's addition, Octane, was a fun character to Legends' roster, but his abilities didn't make him a bedrock squad character in the same way Lifeline's healing abilities or Bloodhound's enemy spotting power have made them popular. By contrast, however, Wattson is severely disruptive to many established strategies and squad builds. Her defensive fence-building powers, not to mention pylons that recharge your squad's shields and kill incoming grenades, make it possible for your team to build a fortress wherever you go. 

Speaking To SaGa Series ProducersAbout JRPGs, Western Capabilities, And More

about X hours ago from
Speaking To SaGa Series ProducersAbout JRPGs, Western Capabilities, And More

At E3 this year, nestled between the Final Fantasy VII Remake demo and the Avengers reveal, Square Enix revealed that two SaGa games are coming to America, Romancing SaGa 3 and Scarlet Grace. The series has historically struggled stateside due to a lack of good localization and generally confusing marketing campaigns, but Square Enix seems to be eager to try and make a go of it in the West with a more full-throated pitch this time around.

The publisher invited us to speak with not only the producer behind SaGa franchise as a whole, Masanori Ichikawa, but also Akitoshi Kawazu, the long-time Square designer and producer. Kawazu cut his teeth on the original Final Fantasy games as a battle designer, but has since shepherded the SaGa series in all sorts of different directions, experimented with games like Crystal Chronicles and The Last Remnant, and probably touched a lot of the more well-loved cult classics of traditional JRPGs [Probably? If we don't know we shouldn't speculate]. While we did not get to talk for long, we touched on the SaGa series, the new ports, and Kawazu's thoughts on the genre.

(This interview features additional reporting by Kim Wallace.)

Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

about X hours ago from
Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

At E3 this year, nestled between the Final Fantasy VII Remake demo and the Avengers reveal, Square Enix revealed that two SaGa games are coming to America, Romancing SaGa 3 and Scarlet Grace. The series has historically struggled stateside due to a lack of good localization and generally confusing marketing campaigns, but Square Enix seems to be eager to try and make a go of it in the West with a more full-throated pitch this time around.

The publisher invited us to speak with not only the producer behind SaGa franchise as a whole, Masanori Ichikawa, but also Akitoshi Kawazu, the long-time Square designer and producer. Kawazu cut his teeth on the original Final Fantasy games as a battle designer, but has since shepherded the SaGa series in all sorts of different directions, experimented with games like Crystal Chronicles and The Last Remnant. While we did not get to talk for long, we touched on the SaGa series, the new ports, and Kawazu's thoughts on the genre.

(This interview features additional reporting by Kim Wallace.)

Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

about X hours ago from
Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

At E3 this year, nestled between the Final Fantasy VII Remake demo and the Avengers reveal, Square Enix revealed that two SaGa games are coming to America, Romancing SaGa 3 and Scarlet Grace. The series has historically struggled stateside due to a lack of good localization and generally confusing marketing campaigns, but Square Enix seems to be eager to try and make a go of it in the West with a more full-throated pitch this time around.

The publisher invited us to speak with not only the producer behind SaGa franchise as a whole, Masanori Ichikawa, but also Akitoshi Kawazu, the long-time Square designer and producer. Kawazu cut his teeth on the original Final Fantasy games as a battle designer, but has since shepherded the SaGa series in all sorts of different directions, experimented with games like Crystal Chronicles and The Last Remnant. While we did not get to talk for long, we touched on the SaGa series, the new ports, and Kawazu's thoughts on the genre.

(This interview features additional reporting by Kim Wallace.)

Game Informer's Top Scoring Reviews Of 2019

about X hours ago from
Game Informer's Top Scoring Reviews Of 2019

Each year, Game Informer reviews a ton of games to help guide our readers in choosing what they should play next. While you can easily browse our reviews section to see all our most recent verdicts, we wanted to put together a handy list for those looking for the best of the best this year has to offer.

Despite hundreds of games coming across our desks each year, only a select few are able to obtain special commendations reserved for the highest scoring titles. Games that earn an 8.5 or 8.75 obtain a Game Informer Silver award, while a score ranging from 9 to 9.5 earns that game a Game Informer Gold award. While most of the best games of the year fall into that range, the most elite titles ascend to the next level to earn a Game Informer Platinum award (9.75 or 10 score).

To help you keep track of the best of the best, we've compiled all of the top scoring games of 2018 here. Check out the games we've thought are the best of the year so far, and if you want to learn more, you can read the full review with a simple click-through.

God Of War 3 Director Stig Asmussen Explains How He Almost Accidentally Named Kratos After Himself

about X hours ago from
God Of War 3 Director Stig Asmussen Explains How He Almost Accidentally Named Kratos After Himself

Before joining Respawn, Star Wars Jedi: Fallen Order’s director, Stig Asmussen, worked on the God of War series and directed the climactic third entry. Asmussen brought on a few former God of War developers when he moved over to Respawn, and even some contract developers who worked on 2018’s God of War moved over to Fallen Order after Kratos’ latest entry shipped. Needless to say, Fallen Order and God of War share some DNA, even if the two franchises are tonally different.

While visiting Respawn to learn more about Star Wars Jedi: Fallen Order, we took some time to reminisce about Asmussen’s time with Kratos, talk about the series’ new direction, and learn about at least one Star Wars reference that made it into God of War 3 (which you can see in the timestamped video below). “The moment when you slice open the guts of the centaur was inspired by the Tauntaun,” Asmussen recalls. “We called it zipper tech, but the inspiration video I sent out was that moment from Empire, and it looks pretty darn close to that.”