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  News - Assault Android Cactus+ Physical Pre-Orders For Switch Open On 12th March
Posted by: xSicKxBot - 03-09-2020, 12:43 PM - Forum: Nintendo Discussion - No Replies

Assault Android Cactus+ Physical Pre-Orders For Switch Open On 12th March


Following on from its reveal of seven new titles in February, Super Rare Games has now shared details on the first release of the lot, Assault Android Cactus+. Pre-orders will go live for the game on 12th March, exclusively on the Super Rare Games website, and it will set you back £29.99 / $32.62 USD (or the regional equivalent).

The Super Rare physical edition is limited to a total of 4,000 units and includes a 20-page full-colour manual, interior artwork, exclusive sticker, as well as three trading cards randomly selected from a five-card set.

Super Rare Games Assault Android Cactus+

In case you’re wondering, the game is described as an arcade-style twin-stick shooter set in a vivid sci-fi universe. The player takes on the role of Junior Constable Cactus who must respond to a distress call and ends up stranded on a crippled space freighter under attack by its own robot workers.

With a draining battery mechanic instead of lives, Assault Android Cactus+ challenges players to think fast and shoot faster. Charge headfirst into an army of refitted robots, transforming stages and massive boss showdowns.

Will you be adding this to your collection? Leave a comment below.



https://www.sickgaming.net/blog/2020/03/...2th-march/

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  News - The Witcher Is Returning In A Brand New Dark Horse Comic This June
Posted by: xSicKxBot - 03-09-2020, 05:19 AM - Forum: Nintendo Discussion - No Replies

The Witcher Is Returning In A Brand New Dark Horse Comic This June


The Witcher Fading MemoriesDark Horse

The world of The Witcher 3: The Wild Hunt still has plenty of tales to tell, that’s why CD Projekt Red has once again teamed up with Dark Horse to release a new comic book series. It’s officially titled The Witcher: Fading Memories. It is the first issue (of four) and is due out on 17th June 2020. It’s being written by Bartosz Sztybor, drawn by Amad Mir and the cover artwork of the first issue has been done by Evan Cagle.

Here’s the official description, to help set the scene:

Geralt has become impoverished and dejected since monster threats have seemingly vanished. Times have always been hard for Witchers—but without continual work, his situation has worsened. As Geralt explores new possibilities for his life path, he receives a request from the Mayor of Towitz, a small town where children are being kidnapped by Foglets…but something feels off about this new threat.

You can see the previous releases in The Witcher series over on the Dark Horse Comics website. Do you enjoy the occasional comic? Would this Witcher one be of interest to you? Let us know in the comments.



https://www.sickgaming.net/blog/2020/03/...this-june/

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  News - Game Of Thrones Showrunners Set To Cameo In Westworld Season 3
Posted by: xSicKxBot - 03-09-2020, 05:19 AM - Forum: Lounge - No Replies

Game Of Thrones Showrunners Set To Cameo In Westworld Season 3

The showrunners of HBO's Game of Thrones, David Benioff and Dan Weiss, are set to appear in Season 3 of Westworld. The duo will show up in episode 2 and play the roles of technicians at the very powerful and very shady Delos company that operates the Westworld theme park. (Think what Disney is to Disneyland.)

Westworld will release its third season on March 15 and will likely pick up at the end of Season 2 where a lot of the hosts have either died or gone to the "Valley Beyond." Five hosts were also smuggled out into the real world by Dolores in a Host version of Charlotte Hale, but it's unknown who they are.

If you need a total refresher of what exactly happened in the last season ahead of the upcoming Season 3 release, check out GameSpot's complete Westworld Season 2 recap for what happened to which characters, and their possible futures in Season 3. We also broke down every moment in Westworld Season 3's final trailer, coming up with 33 things that provided clues for the upcoming storyline. The critics reviews are also out, and you can check out GameSpot's Westworld Season 3 review roundup.

Continue Reading at GameSpot

https://www.gamespot.com/articles/game-o...01-10abi2f

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  (Indie Deal) Store Top Picks & GalaQuiz Marathon in progress
Posted by: xSicKxBot - 03-08-2020, 11:53 PM - Forum: Deals or Specials - No Replies

Store Top Picks & GalaQuiz Marathon in progress

Check out these special deals
Sherlock Holmes: Crimes and Punishments at 80% OFF[www.indiegala.com]
Galactic Rangers VR[www.indiegala.com] $12.74 | €12.74 | £12.74 |15%
Hatred[www.indiegala.com] $1.49 | €1.24 | £1.19 |75%
Lords of the Fallen Game of the Year Edition[www.indiegala.com] $4.79 | €4.79 | £3.83 |84%
Sniper Ghost Warrior 3[www.indiegala.com] $4.99 | €4.99 | £3.99 |75%
Sniper Ghost Warrior Contracts[www.indiegala.com] $19.49 | €19.49 | £16.24 |35%
The Sherlock Holmes Collection[www.indiegala.com] $7.49 | €6.99 | £5.74 |75%
The Testament of Sherlock Holmes[www.indiegala.com] $4.99 | €4.99 | £3.74 |75%
Titan Quest Anniversary Edition[www.indiegala.com] $3.99 | €3.99 | £3.59 |80% (FINAL HOURS)
Titan Quest: Atlantis[www.indiegala.com] $8.99 | €8.99 | £8.39 |40%
Titan Quest: Ragnarök[www.indiegala.com] $4.99 | €4.99 | £4.49 |75%
To The Moon[www.indiegala.com] $0.99 | €0.79 | £0.69 |90% (RESTOCKED)
Warhammer: End Times - Vermintide Collector's Edition[www.indiegala.com] $11.24 | €9.99 | £5.74 |75%
Warhammer: End Times - Vermintide[www.indiegala.com] $7.49 | €6.99 | £5.74 |75%
Warhammer: Vermintide 2 - Collector's Edition[www.indiegala.com] $11.24 | €10.49 | £7.99 |75%
Warhammer: Vermintide 2[www.indiegala.com] $7.49 | €6.99 | £5.74 |75%
https://youtu.be/sqkJuSV-23U
GalaQuiz Marathon in Progress!
:dollars::aethercoin:
  • Video Games #2 Redux
  • Video Games #3 Redux
  • Video Games #4 Redux (Broke?!)
  • Video Game Taglines Redux
  • Video Game Taglines #2 Redux
  • Famous Games A Redux
  • Famous Games B Redux
  • Video Games #3 Redux Redux (ENCORE)
[www.indiegala.com]
Should we repeat the broken Skyrim quiz?[forums.indiegala.com]

Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...0325855787

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  News - In Ozark's Season 3 Trailer, Wendy And Marty Byrde Go Head To Head
Posted by: xSicKxBot - 03-08-2020, 08:45 PM - Forum: Lounge - No Replies

In Ozark's Season 3 Trailer, Wendy And Marty Byrde Go Head To Head

If Ozark's Season 3 trailer is anything to go by, the central drama in the show's new storyline might be between the unhappy couple, Marty Byrde and his wife, Wendy. In the first few minutes of the trailer, Wendy is already pointing a gun at her husband. The reason is still unknown, but the rest of the video suggests that Wendy and Marty can't trust each other and both have their own motivations and separate operations.

The third season is 10 episodes long and takes place six months after Season 2. The last season set the groundwork for Wendy wanting her own empire and in this upcoming storyline, it looks like she's planning to conquer more territory. Netflix's official synopsis reads, "Marty preaches keeping the status quo. Aided by an alliance with Helen and drug cartel leader Omar Navarro, Wendy plots for expansion." However, a wrench in both Marty's and Wendy's plans comes in the form of Wendy's brother, Ben, arriving in town.

For those who haven't watched Ozark, the show started in 2017 and is about a family who moves to the Ozarks after the father, Marty Byrde, gets in trouble with a Mexican drug lord. He needs to earn a substantial amount one way or another in order to appease the crime ring leader and protect his family. It turns out the existing crime scene in the Ozarks is a bit harder to break through than he thought, but by the end of Season 2, the Byrdes have a casino up and running.

Continue Reading at GameSpot

https://www.gamespot.com/articles/in-oza...01-10abi2f

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  News - Bungie COVID-19 Update
Posted by: xSicKxBot - 03-08-2020, 06:03 PM - Forum: Lounge - No Replies

Bungie COVID-19 Update

Since news of the COVID-19 coronavirus outbreak appeared a few months back, Bungie leadership has been keeping a close eye on updates to follow the progress of the global containment effort. With the recent spread of the virus into the U.S., and with a particular density of cases found in the greater Seattle area (near Bungie HQ), we have been actively working on plans over the last few weeks to ensure the health and safety of our employees and partners, both locally and globally.

While health and safety are our top priority, we also recognize the importance of maintaining the continuity of our regular Bungie business operations and have rapidly built a remote work infrastructure to best support this. This includes delivering on our current content plans, the maintenance and upkeep of Destiny 2, as well as continuing development of the game.

Today, we have activated this fully remote work infrastructure and policy for all Bungie employees across the globe, with the goals of prioritizing the safety of our employees and continuing to develop and deliver on a game we love for our community.

To accompany this policy we have rolled out technical solutions for all employees to be able to maintain communication with one another, as well as to continue working on development and maintaining game-critical functions while working remotely. Our goal is to continue crafting the ever-evolving Destiny universe, while making those behind-the-scenes efforts to keep everything running smoothly invisible to our fans. While there is a possibility that this change could affect our patching cadence in the short term, we will be sure to keep players informed about those schedules as much as possible. Most immediately, we will still be launching Season of the Worthy on March 10, followed by the start of Trials of Osiris on March 13.

Bungie’s approach to the COVID-19 outbreak is designed to react to rapid changes as news dictates, including how we will eventually re-integrate employees back into our local offices once the threat of the virus has lowered. While this is a big change for Bungie, we look at the challenge as an opportunity to stretch our ability to create and deliver the same kind of quality gaming experiences we always have in a new way.

Be well, take care of yourself, and see you online.



https://www.sickgaming.net/blog/2020/03/...19-update/

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  News - Saddening News for Minecraft Festival (POSTPONED)
Posted by: xSicKxBot - 03-08-2020, 06:03 PM - Forum: Minecraft - No Replies

Saddening News for Minecraft Festival

Today we are brought the saddening news that Minecraft Festival has been postponed until Fall of next year.  The reasoning cited was health and safety as a precaution for attendees and organizers with the recent COVID-19 outbreak happening worldwide.  September is still half a year away, and no one knows what is going to happen, so please don’t take this as an indication to panic.  This is a “better safe than sorry” and no wants to continue the spread of this.

If you would like to educate yourself on COVID-19 you can visit this website for full details.  https://www.who.int/news-room/q-a-detail/q-a-coronaviruses

With this saddening news, we do have some good news to share.  Minecraft Live is still happening and we’ll cover more on that at another time.




Minecraft Festival postponed

But Minecraft Live is still happening!

You were excited. We were excited. Overall excitement was palpable as Minecraft Festival tickets were going to be released on Friday of this week, officially kickstarting the countdown to our in-person blockstravaganza this September. But after careful consideration and much hand-wringing, we have decided to postpone the event until next year.

In recent weeks, the COVID-19 outbreak has led many organizers to cancel or postpone gatherings and events across the world, as a preventive measure to ensure the health and safety of their guests. The situation around Minecraft Festival, however, is a little different. September is still many months away, and we are not making any predictions about how long it will take to put the outbreak behind us. This decision is rather a result of the extensive preparations required to organize a mammoth event like this.

Our partners, producers, and exhibitors are based in all corners of the world, and right now we can’t meet and collaborate in the way we need to. Without knowing exactly when we can resume planning, we have decided to postpone. That way, we can make sure that next year’s event will be the amazing one that our community expects and deserves.

Granted, this is all quite disheartening. But we do have some good news as well! Minecraft Live will happen, as planned. It’ll be the place for all the latest Minecraft news, announcements and behind the scenes exclusives, and it will be live-beamed straight to your screen, wherever you are. Thanks, Internet! Stay tuned for a date, a time, and myriad announcements.

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  Xbox Wire - Too Much ID@Xbox Indie Goodness at PAX East 2020
Posted by: xSicKxBot - 03-08-2020, 06:03 PM - Forum: Xbox Discussion - No Replies

Too Much ID@Xbox Indie Goodness at PAX East 2020

Do you like independent games? Are you going to PAX East? Well great news: we have canvassed our ID@Xbox developers to find out what some of them are showing there! There’s just too much great stuff to be believed. So, make sure to print out this handy list and take it with you as you roam the halls in Boston!

  • Decoy Games will be showing their new multiplayer underwater shooter Swimsanity at booth 25076
  • Whitethorn Digital is showing a bunch of cool titles, including the ultimate cat fantasy game Calico, supernatural bath house extravaganza Onsen Master, and lots more. Check them out at the Whitethorn booth, 28035, and the Indie Megabooth. They’ll also be at the Made in MA party in District Hall Thursday night with a playable demo of Starcrossed.
Calico

  • Way Forward is showcasing the frenetic beat-‘em-up River City Girls and indie platformer Shantae and the Seven Sirens at Booth 26011.
  • Retrosoft Studios has their 2D arcade style wrestling game Retromania Wrestling, the sequel to 1991 classic Wrestlefest, at booth 29077. Catch WWE wrestler Brian (the Blue Meanie) Heffron hanging out Friday and Saturday.
Kine

  • Solo dev Gwen Frey is showing her wonderfully weird narrative 3D puzzle game Kine, about machines that want to become musicians, at the Indie Megabooth.
  • Blowfish Studios will be at Booth 29044, showing a range of games, including survival horror spectacular Infliction: Extended Cut and newly announced Yestermorrow a single-player 2D time traveling platformer.
Lonely Mountain Downhill

  • Thunderful Games shows their addictive and creatively rendered mountain biking game Lonely Mountains Downhill at booth 26017.
  • Jackbox Games will have a contingent at PAX East on level 1 all weekend, where you can test out new games in The Jackbox Party Pack 6 and get a chance to win a Jackbox character pin. They’ll also showcase The Jackbox games at the Jackbox Party Panel, featuring special guests at 6:30 Thursday night in the Albatross Theatre.
Jackbox Party Pack 6

  • Hitcents is bringing indie game developer Andrew Smith’s neon-drenched parkour rogue-lite FPS Get to the Orange Door. Check out the demo at booth 27034.
  • Screenwave Media Games will be showcasing their award-winning platformer Eagle Island, as well as Iron Meat, and The Angry Video Game Nerd I & II Deluxe at booth 30017.
  • Flarb recently launched 90s style pinball game Demon’s Tilt on Xbox One. You can check out the game in the Voodoo Ranger Lounge and grab a Voodoo Ranger brew at the same time (drink responsibly – play with abandon!).
It Came From Space and Ate Our Brains

  • All In! Games is featuring six games at booth 23017, including the isometric RPG fave Alaloth, crazy couch co-op Tools Up! and arcade shooter It Came from Space and Ate Our Brains.
  • Wired is showing Deliver Us to the Moon, Those Who Remain, and Aviici Invector at Booth 29051. They’re also highlighting the new Mancer order for their unique aerial combat fantasy The Falconeer.
  • Mixtvision is showcasing their classic comic-style adventure Minute of Islands at the Indie Megabooth.
The Wild at Heart

  • Moonlight Kids are bringing The Wild at Heart to Indie Megabooth Station 9 February 29 and March 1.
  • Triple-I is showing Hindsight 20/20, a unique action-adventure with morality decisions, selected for PAX Rising, at booth 29206.
  • QAG is bringing five ID@Xbox titles to the show floor, at booth 27077. You can demo bouncy dungeon crawler Roundguard, color-powered twin stick shooter #Funtime and handful of other awesome titles.
Hazel Sky

  • At booth 30051 Another Indie is showcasing a host of games coming to Xbox, including the richly realized adventure game Hazel Sky, and the Lovecraft-inspired Elden: Path of the Forgotten
  • Studio Zevere is unveiling a new demo of She Dreams Elsewhere in the Indie Megabooth.
  • Cyberpunk turf wars erupt in Mecha Studios’ 80s sci-fi action-adventure Neon City Riders at booths 30026 and 29026.

  • Neko Ghost, Jump! is a 2D/3D puzzle platformer from Burgos Games, showing at PAX Rising.
  • Ybsyrd Games roguelike horror RPG World of Horror, coming to Xbox Game Preview and PC Game Pass, will be playable at booth 24035.
  • Another PAX Rising selection, Bomb Shelter Games’ horror-tinged underwater metroidvania Depths of Sanity, shows off a new demo at booth 18067.
  • Luminawesome anticipates the Xbox launch of their unique power struggle game Lumote later this year, with a playable demo in the Indie Megabooth.
  • Lightning Rod Games’ creative puzzle game A Fold Apart is porting to Xbox soon, and is playable in the Indie Megabooth.

Lots to see and play at PAX East this year! Have fun indie gaming!



https://www.sickgaming.net/blog/2020/02/...east-2020/

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  News - Take-Two CEO: COVID-19 may make believers out of remote work skeptics in games
Posted by: xSicKxBot - 03-08-2020, 06:03 PM - Forum: Lounge - No Replies

Take-Two CEO: COVID-19 may make believers out of remote work skeptics in games

“One unexpected consequence [of the COVID-19 outbreak] is a lot of us who are skeptical about remote work are gonna be less skeptical about it.”

– Take-Two CEO Strauss Zelnick, speaking today at the Morgan Stanley Technology, Media & Telecom Conference.

Take-Two Interactive chief Strauss Zelnick told an audience at the Morgan Stanley Technology, Media & Telecom Conference today that he expects the ongoing COVID-19 outbreak will make believers out of some remote work skeptics in the game industry.

“I actually think one of the things that might come out of this, if it’s as widespread as I think it will be, one unexpected consequence is a lot of us who are skeptical about remote work are gonna be less skeptical about it,” Zelnick said. “I’m one of them, by the way; I’m not a big believer in remote work. But I think I may be surprised.”

It’s an illuminating response, one that came in answer to a question about whether or not the Take-Two CEO expects game makers working remotely due to COVID-19 concerns will be less productive than they would be in the office. The question specifically referenced Take-Two’s staff in California, but it comes right as Bungie, Microsoft, and other companies are making a show of allowing employees to work remotely for an extended period.

“They’re gonna have to find a way to be just as productive at home,” said Zelnick. “We have access to technology.”

He went on to predict “a significant change, maybe a long-lasting change, in business travel” across the game industry as the COVID-19 outbreak continues and more business is conducted remotely via videoconferencing platforms like Zoom.



https://www.sickgaming.net/blog/2020/03/...-in-games/

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  News - How ‘classical game mechanics’ and physics converge in VR hit Boneworks
Posted by: xSicKxBot - 03-08-2020, 06:03 PM - Forum: Lounge - No Replies

How ‘classical game mechanics’ and physics converge in VR hit Boneworks

After an early 2017 visit to Seattle, Brandon Laatsch and Alex Knoll were stuck at the airport for nearly seven hours. They had been up in the Pacific Northwest to see an early version of Valve’s new Index virtual reality controllers.

They were excited. “[Valve] showed us the Index long before anyone else,” said Knoll, who was still working on Stress Level Zero’s other project, Duck Season, at the time. “We immediately got the idea into our head of how this is going to change how we interact in VR.”

That experience gave them the idea of “the incredible physics experience” they wanted to create. Laatsch told Gamasutra over video chat, “We let ourselves run wild creatively. What would these controllers be for? It moved away from being controllers in your hands to capturing the presence of hands themselves. Let’s make something that centers around your physical agency.”

Laatsch started working on this new concept as soon as he got back to Los Angeles. It launched in December of last year as Boneworks and has become a breakout VR hit on PC and a standard-bearer for interactivity in VR.

Boneworks is an experimental, sandbox-style VR adventure with an extremely high level of interactivity. Laatsch describes the game’s concept as “full body presence, maneuverability throughout the world.” Players can move, pick up, and throw any items they would be able to in real life in order to solve puzzles and defeat enemies. Objects have weight and can be manipulated in ways not possible in most other VR games. “Creatively this felt like the start of VR generation 2,” Knoll said. “…It went from seeing everything to touching everything.”

Laatsch and Knoll believed that VR design was lacking elements of non-VR game design. Teleportation, the lack of an ability to jump or crouch, and the lack of full-body presence (our bodies are more than just floating hands and heads) limit the player’s perspective.

“VR games weren’t attempting to use those in their suite of tools,” Laatsch said. Stress Level Zero wanted to restore those elements in Boneworks and use them to encourage players to explore and interact with the environment in whatever way the players wanted.

Once they knew what they wanted the Boneworks concept to be, the team searched for a narrative structure that would help them direct their focus. They chose to set the game in a virtual operating system so they could move players into open rooms with combat encounters and puzzles.

Puzzles range from destroying boxes in order to reveal a crowbar that’s blocking a door, to using a hook to weigh down a bridge you need to walk across. All the puzzles are fairly simple and they give players the option to approach from multiple heights, angles, and items depending on the level.

“I wanted to just improvise most puzzles,” he said. “I had very few that I planned out in advance. I would essentially have the place where the player starts, the place where he needs to get to, and all these pieces and I would just start putting things together.”

Knoll and Laatsch knew players would try to manipulate and break the physics engine whenever possible to bypass puzzles, which is common for many games trying to do what Boneworks does. “Pre-launch, a lot of players assumed that they would be able to exploit the flaws in the physics system,” Knoll said. “And post-launch, it seems as though they’ve found that the physics is working well enough and is robust enough that there aren’t really any exploits they can accomplish with bugginess of the physics.”

The two designers believe the lack of bugginess is due to their commitment to “classic game mechanics.” Their commitment to the concept of full-body maneuverability means they couldn’t take some game design shortcuts that save time.

“We were able to do it by sticking with a pure simulation where there isn’t something introducing an infinite force. The way jumping works is that your feet physically thrust down to propel yourself up,” Laatsch said. “It’s not sudden like you just get a magical force pushing you up. Something went down in order to create this equal opposite reaction and the decision to stick with that made it our system robust against the normal sort of physics exploits. Just by sticking to the principles of classical mechanics.”

So when your character goes to jump in Boneworks, their legs actually bend as they prepare to leave the ground. Like all objects in the game, the player has an actual weight (82 kilograms) which helps ground the design. The jumps, and amount of force the player can apply to objects, is rooted in that weight. “It takes more code and more time to implement,” Laatsch said. “But the reward of implementing it that way and sticking with that format made everything sort of inherently compatible with each other.”

Despite a lack of exploits available to players, they’ve still created all sorts of ways to bypass puzzles that Knoll created. One player even created a pogo stick by combining a metal stick with a cannonball to better maneuver around a level. Solutions like that, which Laatsch and Knoll had no way of predicting, is something the development team wanted. Players can’t use exploits to help them get through puzzles, they wanted the physics engine to give a level of freedom that feels like an exploit even when it isn’t. 

For many challenges, if a player can think of a solution it’ll probably work. They can climb over fences, use a crowbar as a Swiss army knife, and all sorts of unconventional approaches. “If you feel like you’re breaking the puzzles in order to solve them, you’re doing it right,” Knoll said. This level of freedom for players does come with its own set of challenges, particularly that puzzles can’t be too complicated or intricate. Making too much of a specific task would mean players might be limited to how they can progress. 

“A lot of the design over the course of the game for me was very much like a roller coaster,” Knoll said before bringing up the level “Runoff” as a specific example. “Almost all the puzzles involved go upwards and all of the combat generally involves going downwards. That sort of exemplifies the feeling that I wanted to get across the entire game.”

Laatsch brought up a comparison to Breath of the Wild, that players can basically fast travel by using Link’s glider once they climb to a high enough peak. “The rewards for the puzzles is sometimes getting up to a higher altitude,” Laatsch said. “And then from that vantage point you’re going to be able to physically progress faster by going downhill.”

On the surface, Boneworks is a straightforward first-person shooter with a deep level of environmental interactions for its puzzles. What makes it special is how unprecedented that level of interaction really is. It’s something that the two didn’t think they could make without the experience of their previous games and the visit to Valve. 

It took iterating off their other games for years. The release of non-VR games No Brakes Games’ Human Fall Flat and Spiderling Studios​’ Besiege led them to believe that the market might be ready for a game with a physics engine with the depth they envisioned.

“I don’t think anybody could have made this game in 2016,” Laatsch said. “The three years of iterations, four or five years of developing the in VR, [and] thinking in VR before it all came together gave us the necessary experience. There was nothing stopping us from writing this code four years ago, other than that nobody knew how to do it.”



https://www.sickgaming.net/blog/2020/03/...boneworks/

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