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Humble Bundle has been acquired by media giant IGN

Media giant IGN announced today that it has acquired Humble Bundle, the company best known for selling packs of indie games at pay-what-you-want prices. Terms of the deal were not disclosed.

This is potentially a big deal for game developers, since Humble has expanded beyond its bundling business to publish gamespay devs to make games for its subscription-based monthly game club, maintain a subscription-based online game trove, and operate an online game storefront.

However, a press release confirming the deal also noted that Humble will continue to operate independently in the wake of the acquisition, with no significant business or staffing changes. It will have some degree of support from IGN (which is itself owned by digital media giant J2 Global), specifically in terms of accelerating growth and raising more money for charity.

Humble grew out of a bundle of indie games sold to raise money for charity in 2010, and in the seven years since it has raised over $100 million for charity. In a conversation today with Gamasutra, Humble cofounder John Graham and IGN executive VP Mitch Galbraith reiterated that IGN does not intend to change the way Humble does business.

“If it’s not broken, don’t fix it,” said Galbraith, who explained that IGN started looking to make a deal like this nearly a year ago. “The idea is just to feed them with the resources they need to keep doing what they’re doing.”

“We want to stick to the fundamentals in the short term. We don’t want to disrupt anything we’re doing right already,” added Graham. “Because of the shared vision and overlap of our customer bases, there’s going to be a lot of opportunities.”

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Talking Point: What Games Are You Playing This Weekend? – The Triumphant(?) Return

A little while ago a Nintendo Life regular sent us an email to ask where the ‘What Games Are You Playing This Weekend’ (WGAYPTW™) series had gone. Of course, our chums over at Push Square have never stopped doing it, but we drifted away from the series a few years ago here on Nintendo Life.

Why? Partly because it got a bit disheartening. We seemed to be playing retro and ‘other console’ games more than anything else, as Nintendo was in the midst of its ‘oh no what do we do about Wii U’ phase, and the 3DS could only offer so much. And so the series quietly got put on the scrapheap.

Yet times change and, to be fair, anyone with a Switch that can’t find something interesting to play must have insanely particular standards. There are normally 2-3 tempting retail releases every month (many more at this time of the year) and more high quality Switch eShop games than we can keep up with. Let’s not forget the 3DS either, which shouldn’t be cast aside quite yet.

And so it feels like a good time to bring the series back. Assuming enough of you care / bother to comment with your weekend plans we’ll re-introduce this with our staff’s weekly entries. As for this time around, because this writer is completely winging it this one is mostly down to you, our charming community.

I’ll go first person to get us started with my weekend gaming plans. I just bought Wulverblade and it’s terrific, and nice and different from anything else I have on Switch. Since doing an interview with the developer I’m also hugely intrigued by The Flame in the Flood, so I’m going to be a right big-spender and buy that for the weekend. Sure, I could get it on Steam, but the option to play it on the handheld is tempting – to be honest, as a Nintendo fan I also like to try and ‘support’ the eShop anyway, doing my humble part in making the store financially worthwhile for all these incredible indie devs. Beyond that I’ll also play a bit of MLB The Show on PS4, because it’s the post-season and I’m up until 3am (here in the UK) most nights watching baseball. GO CUBBIES!

So, what will you be playing this weekend?

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Don’t Miss: Animating pups, boars & other quadrupeds in The Flame in the Flood

Many indie devs feel like they’re under pressure to make high-quality art that rivals that of big-budget studios — with the smallest team size and budget possible.

At GDC 2017 The Molasses Flood’s Gwen Frey, self-described sole animator and over-tasked generalist on The Flame in The Flood, discussed how to rapidly generate triple-A quadruped locomotion as an indie dev.

It was a video-heavy talk that focused on animation authoring and state blending for quadruped characters. According to Frey, these characters have unique foot sliding challenges and traditional solutions result in either poor fidelity motion or a bloated animator workload.

Frey shared some techniques for illustrating high-quality quadruped locomotion without the need for transition animations, using two different quadruped characters as examples – a boar with a rigid spine, and a large, gangling wolf with a procedural spine. 

It was a fascinating talk, one that you can now watch for free over on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Guide: How to Use Two or More Micro SD Cards in Your Switch for Limitless Storage

Storage can be a bit of an issue on the Switch; the console’s internal capacity is only 32GB, with a portion already reserved for the operating system, and bigger micro SD cards can be very expensive. Thankfully, you can rely several of the smaller, more affordable cards with relative ease. For those of you getting to the point where your initial storage is filling up, and as an alternative to the ‘Archive’ option on the system, below is the step-by-step guide for keeping multiple cards on the go.

First of all, power off your console by holding the power button until the Power Options menu appears, and select ‘Power Off’. Do not just put your console into sleep mode, or you run the risk of causing irreversible data corruption.

Once your console is off, simply flip it over and lift the kickstand up to reveal the micro SD card within. Take it out and replace it with your new card and re-close the kickstand.

As far as the process goes, you’re basically done. The only thing to bear in mind is that of course none of the games from your other micro SD card will be present, but their icons will be accompanied by a little cloud icon. 

To play any of the games you’ve purchased simply press the A button to download them onto this new card and start gaming to your heart’s content. Because all your save data is stored on the console’s internal storage it’ll still be there ready for you to use so you can dive right back into your games.

Of course, this can also be applied to new games you purchase from the eShop, allowing you to flip between SD cards depending on what games you want to play and when. This process becomes especially helpful when downloading larger games such as The Legend of Zelda: Breath of the Wild.

Just make sure you keep the little sods in a safe place.

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Official Nintendo UK Store Opens Pre-Orders on Xenoblade Chronicles 2: Collectors Edition

For those of us that were immersed into the worlds of Xenoblade Chronicles and Xenoblade Chronicles X, the upcoming Xenoblade Chronicles 2 on the Switch is an exciting release. Those that want to go all-in also have the option of a Collectors Edition and Pro Controller design, which are certainly tempting.

Now the Official Nintendo UK Store has opened various pre-order options, including the collector’s edition that includes a steelbook, a sound selection CD and a 200 page artbook. Details on the various options are below (the collector’s edition and Pro Controller are limited to one per customer, the ‘fan pack’ includes a poster and pin).

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Are any of you tempted by these options?

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Get Hands-on With Xbox One X at Microsoft Store

We’re less than a month away from the launch of the world’s most powerful console, Xbox One X. Between now and launch, Microsoft Store is giving fans a chance to check out the new console on 4K displays before it releases on November 7.

Join us at participating store locations, including flagship Microsoft Stores in New York and Sydney as well as Microsoft Store at Bellevue Square Mall and Microsoft Store at University Village, and be one of the first to get hands-on with Xbox One X. We’ll also be celebrating the leadup to launch with Forza Motorsport 7 gameplay, prizes, special appearances and more! More participating locations will be added in the coming weeks, and soon you’ll be able to play Xbox One X at all Microsoft Store locations prior to launch!

Xbox fans are also invited to join Microsoft Store locations in the U.S., Canada and Puerto Rico to celebrate the launch of Xbox One X, where there will be giveaways and more. Fans who preorder Xbox One X at their local Microsoft Store can pick up their console right at 9 p.m PT on Monday, November 6 / 12:00 a.m. ET on Tuesday, November 7, from the store where they preordered. Stay tuned for additional details to come on the Microsoft Store Facebook page.

For fans looking to get in on the gaming action before Xbox One X launches, check out Mixer.com/MicrosoftStore and the Microsoft Store Facebook page for the latest gaming events and streams, as well as how you can take part at your local Microsoft Store. Microsoft Store regularly hosts events to celebrate the latest in gaming, from livestreaming in our Mixer NYC Studio to local tournaments for games like Halo, FIFA, Minecraft and League of Legends.

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Understanding the challenge facing Japan’s game preservationists

Japan is a nation synonymous with video games, and the country is home to some of the biggest games companies in the world. 

Sony, Nintendo, Capcom, Square Enix, Bandai Namco: the list goes on and on, but despite being so ingrained in video game history, the region’s approach to preservation is surprisingly nonchalant. 

According to a recent Kotaku feature, the cultural differences present in Japan mean people simply aren’t concerned with keeping or cataloguing things. It’s nothing personal, just a different way of life. 

“In Japan, you don’t keep things,” explains French national Joseph Redon, one of the driving forces behind the country’s Game Preservation Society

“It’s a cultural difference, you see. Today, we have a typhoon. I felt an earthquake just a few minutes ago. You didn’t? Very small. But this country is a rock above the sea. It’s full of calamities. 

“The way of thinking, the way of living, the way things last, the cycle of their lives here is very different. You build a house in Japan, thirty years after, you need to destroy it and make a new one.”

As the name suggests, the Games Preservation Society is a grassroots initiative that aims to do exactly that: preserve and catalogue Japan’s video game heritage. The fledgling organisation was only founded in 2011, and is headquartered in a quiet suburb of Tokyo.

The challenge facing Redon and the society’s other members is astronomical. The Frenchman claims “almost nothing is left,” but he’s prepared to play the long game in the hopes of pulling many a forgotten digital heirloom back from the brink. 

Be sure to check out the full Kotaku article to find out how the Games Preservation Society plans to save Japan’s games. It’s well worth your time.

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Random: You Can ‘Level Up Your Look’ With Super Mario Bros. Beauty Products

In todays episode of ‘Nintendo tweets the darndest things’, we have its plug of shu uemura’s Super Mario Bros. themed beauty products. It’s tempting to be bemused by this, but in reality it makes perfect sense – we’ve had Mario-themed shoes, toys, plushes and lots of other things besides, so why not beauty products?

Plus, you’ve got to love the attempt to turn makeup into an adventure (though it should really have been proof-read first):

For this beardy and hairy scribe the only potential product is the ‘Master Wax’ for styling ‘thick or unruly hair’. At about $40, though, let’s just stick to having thick and unruly hair…

It seems to be some nice stuff, though, so if this is your kind of thing be sure to check it out at the link below.

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Blog: Analyzing the systemic AI of Far Cry

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


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Some of the biggest challenges facing modern game development can be found in open-world game design: how to build large, vibrant and interesting locales for players to explore. Artificial intelligence can often by adopted to address this challenge by creating interesting and dynamic environments that enhance the overall experience for the player. In this article, we take a look at the methods and design decisions behind the ever increasing game worlds in Ubisoft’s Far Cry series.

Far Cry is renowned for an open approach towards problem solving: allowing players to explore the world in a manner that suits them. Originally starting out as an open — albeit linear — gameplay experience, the series has became increasingly more adventurous in its design; with maps not only increasing in size but also with the introduction of more interactive environments and wildlife. The latter proves really exciting, given that it can completely change the dynamic of gameplay — which could prove inspirational or even fatal when you’re in the thick of the action.

However, achieving this level of engagement and interaction can be rather demanding: given designers need to balance the players sense of importance and agency, while ensuring they’re not bludgeoned repeatedly and offered some respite. Similarly, there’s also the implementation issues faced in managing open world assets: given it’s not computationally feasible nor responsible to leave thousands of non-player characters roaming the Rook Islands or the vast mountain ranges of Kyrat.

So how does it all work? The answer of course, is with a little bit of AI ingenuity through smart directors. This is an increasingly popular way to manage large open-world environments, with much of it stemming from the pioneering works found in Left 4 Dead. Turtle Rock and Valve’s survival shooter focused on the distribution of enemy characters within close proximity of the player and Far Cry follows suit. So let’s look at the design tricks behind their AI implementation.

The original Far Cry launched back in 2004 is an action heavy first-person shooter that gave the illusion of open-world gameplay through its large albeit limited areas and maps. Meanwhile, 2008’s Far Cry 2 was the first in the series to truly embrace the notions of open world play and more importantly, systemic design: the ability to have a range of independent systems and mechanics that can be combined in fun and interesting ways. The opposing human factions, reactive and aggressive wildlife, combined with vehicles, environmental effects and more are intended to for players to exploit for their own personal gains. But it didn’t quite pan out: Far Cry 2 is a bit of a frustrating experience, largely because these systems were not properly balanced or constrained.

 

However continued development of these systems lead to their adoption in 2012’s Far Cry 3, where they had reached a level of maturity that improved the experience overall. The systemic framework in Far Cry 3 achieves what Ubisoft themselves refer to as “The Anecdote Factory”: a system that would create weird, wonderful and individual gameplay experiences you would talk about with you friends. This could range from unexpected tiger attacks to luring tigers from nearby jungle growth into enemy bases whilst flying a small gyro-copter and dropping C4 explosives.

Meanwhile 2014’s Far Cry 4 attempted to improve upon what Far Cry 3achieved while also addressing some of its criticisms: notably the balance of this systemic framework operating in and around a linear narrative.

The vast majority of this systemic framework is reliant upon non-player character (NPC) AI: ranging from the enemies, to the civilians, to allied fighters to the animals that prowl the open-world maps. It just needs to know where and when to put them in the world.

The scale of the world of Far Cry 3 is very impressive: with the Rook Islands of the estimated to be around 300 square miles in size. That’s a lot of ground to cover, and given you would need thousands of non-player characters within that space to make it interesting, you suddenly have a difficult design problem to solve. Not just in ensuring characters are in locations that present interesting opportunities for players to explore, but how best to manage these characters in a resource constrained piece of software.

 

 

This leads us to Far Cry’s dirty little secret: that at any point in time, the game is only maintaining active non-player characters within less than 500 metres of the player, with enemy characters and animals being added and removed to the world as the player moves around. This is actually quite pragmatic, given that leaving large numbers of characters in the game at once is highly expensive: wasting not just memory needed to store these NPCs, but potentially CPU cycles to continually update the state of these characters during play. The game isn’t interested in managing hypothetical situations such as a tiger attacking a gazelle 3 miles north west of the player. The resulting encounter system of Far Cry 3 and 4 operates on a simple principle: if the player didn’t see it, it didn’t happen.

The NPCs within the game are designed to react and behave in a context-driven fashion: to attack, evade or explore areas of the map based on what’s happening around them. This is driven by finite state machines (FSMs), a topic we’ve covered at length in our videos on First Encounter Assault Recon (F.E.A.R.) and Batman: Arkham Asylum. Many of these NPCs, be they enemies, civilians or animals, are designed to react to nearby stimuli in an appropriate fashion. Their responses are reliant upon a rich navigation mesh that is embedded into the game world, with smart object nodes placed in areas of interest that can trigger specific animations. While they know how to react intelligently, it does not factor whether any other non-player characters are in proximity. In fact, enemy NPCs are rather limited tactically, which becomes more apparent when you play the likes of Far Cry 4 in the online cooperative mode. Despite this, they’re still a cracking shot and a separate damage director system manages their shooting capabilities based on the number of NPCs in the scene. Thus ensuring you don’t get killed by six headshots at once from 100 metres away.

 

 

In order to maintain decent performance – given that these games not only have to run efficiently on PC but also between console generations — the director AI enforces constraints on the number of systemic elements that are active at any point in time. This includes the number of enemy NPCs, but also animals and items such as vehicles given the additional computational load they bring with them. In fact, in Far Cry 3 the numbers are really limited: with only 12 NPCs max in the world at once and up to 20 animals, with vehicles also limited to around 2 or 3 types at any point in time. The relevance of these characters are measured frequently: with the director moving or deleting characters if it’s apparent they’re too far away and won’t ever catch you. If you’re running in a particular direction, the system will spawn enemies in front of you: factoring not only your heading but your current speed: thus ensuring they don’t pop-up in front of you.

This system was enhanced for Far Cry 4 to become to create more interesting and varied events. Placing the NPCs in the world is one thing, but placing them in specific configurations related to one another can result in the player becoming involved in more engaging experiences. As such, Far Cry 4introduced a dynamic encounter method that procedurally generates events within proximity of the player: such as enemy NPCs in combat against Kyrat’s wildlife. This pays attention to your current objectives, sometimes putting them in the way, or focusses on completed tasks, like having a recently captured output come under attack again by the local militia.

 

The use of dynamic director systems has become increasingly popular for open-world game environments: with titles such as Saint’s Row IV, Titanfalland The Witcher III: Wild Hunt all adopting these in some fashion or another, with their own unique design problems to solve. But this isn’t the only innovations that the Far Cry series continues to make, with the more recent entry Far Cry: Primal, introducing companion AI in the form of tamed animals. This is in fact an extension of the AI system used for the tiger companion in the Shangri La sequence of Far Cry 4. We’ll be returning at a later date to talk all about how that works and the design problems Ubisoft’s developers overcame to make it a reality.

Far Cry 4 is available now on PCPlaystation 4 and Xbox One.