A selection of links, hand-picked by the Guardian games writers.
Agent name-dropped in GTA 5 Easter Egg | CVG
Just when you thought that Rockstar North had forgotten all about that seventies paranoid surveillance thriller is announced six years ago...
Rockstar's seemingly hidden an Agent
Here's the footage:
The GTA development team often hides messages on license plates, but usually they're silly jokes or Scottish football teams. Could they have just confirmed their next project?
This is what Metal Gear Solid 5 gameplay looks like during the day | VG247
Okay, let's have a look then.
Yep, that's MGS alright.
Man vs. Snake: The story of a compulsive competitor | Polygon
Interesting feature on the forthcoming documentary:
The film has already reached its funding goal on Kickstarter, earning
In 1984, at the age of 16, McVey walked into the Twin Galaxies arcade in
If you loved King of
Atlus' message to fans after
Lots of gamers have been worried about the effect of
"We have nurtured a great relationship with
• Our respective strengths in game development complement each other well.
"We are extremely happy to be able to continue with our business, and be able to report this good news to our fans and customers. Again, we would like to express our gratitude to everyone who has supported us."
Apparently the player can touch artefacts to transport them inside their trapped memories, but given that
The Tokyo Game Show demo didn't really answer these questions. There are futuristic-looking elements to the interface that suggest an Animus-like device. The on-screen character was clad in thick armour and brandished a spear, creeping through dark corridors where light from the outside crept through cracks between the stones or spilled from torches, but the UI was all Minority Report-esque floating icons and annotations.
Set in 2094, we seem to be looking at a mix between Assassin's Creed and Dark Souls, with some Dragon's Dogma chucked in?
Porting Canabalt and Super Crate Box to the Commodore 64 | IndieGames.com
This is a fascinating talk given at GDC Europe by retro coder
In this free GDC Europe 2013 talk titled "Porting Contemporary Games to a Vintage Platform" (courtesy of GDC Vault), Koller explains the challenges he faced in porting these indie hits to old platforms, dealing with procedural levels, loads of bullets, and fast-scrolling parallax backgrounds on a 1 MHz CPU and only 64KB of RAM.
I can't seem to embed the video, so follow the link in the header above. Canabalt works brilliantly!
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