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  News - Phil Hornshaw's Most Anticipated Game Of 2019: Twin Mirror
Posted by: xSicKxBot - 12-31-2018, 08:36 PM - Forum: Lounge - No Replies

Phil Hornshaw's Most Anticipated Game Of 2019: Twin Mirror

With 2019 right around the corner, we've polled GameSpot's staff to find out what games they are looking forward to most in the new year. To be eligible, a game must simply have a release date currently planned for 2019. Of course, we all know nothing is set in stone; there's always a chance some games could slip into 2020. When you're done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2018 hub.

I have a soft spot for Dontnod games. I'm one of the few people I know who got really into Remember Me, the studio's first offering. It was a flawed game that struggled with its moment-to-moment gameplay, grabbing weaker versions of the combat from the Batman: Arkham series and the environmental climbing puzzles of the Uncharted franchise. But Remember Me had a ton of great ideas about delving into characters' minds and reconstructing their memories, and it managed to tell an affecting story using those mechanics.

Vampyr, another fascinating Dontnod offering, contains a deep story into which it looks to integrate its gameplay. It expanded on the idea of narrative choices as mechanics by putting you in the role of a vampire who's also a doctor, torn between feeding on people and saving them. If you don't murder people, you stay weak, and you have a hard time completing the various investigations (and fighting the various scary monsters) that obstruct your path through the game; but if you do murder people, you'll irrevocably change the game world and the story. Not every decision that went into the game worked, but Vampyr definitely pushed the envelope in the realm of games that react to player choices.

And then there are the Life is Strange games. I bounced off Dontnod's best-known titles, but I appreciated the attention to story and character development in what I played of them. And from all accounts, the first episode of Life is Strange 2 is a powerful start to the sequel.

Dontnod's willingness to experiment means that whatever project the developer is working on is always pinging my internal video game radar, and Twin Mirror looks like it could have potential. It's about Sam, an investigative journalist, heading back to his Rust Belt town for his best friend's funeral. Things aren't great for Sam--he has an imaginary friend who constantly hassles him called The Double, and he wakes up the morning after the funeral with his clothes covered in blood, unable to remember what happened or what awful thing he might have done. The setting and aesthetic give the whole thing an alluring Twin Peaks meets Life is Strange vibe.

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Twin Mirror seems like it's trying to riff on some of the ideas of visiting and viewing memories from Remember Me, a very cool mechanic that was sadly underused in Dontnod's first effort. And while a lot of games, from the Batman: Arkham series to LA Noire and beyond, have tried but struggled to make investigating crime scenes an engaging mechanic, Dontnod's past attempts with tough systems mean it might have a novel mechanical solution in mind.

Not all of Dontnod's titles have been raucous successes, and not all of the ideas they put into their games manage to stick the landing. But the developer is constantly trying interesting things, for better or worse. I'd much rather play a game like Vampyr, which takes a run at trying new and exciting things, than a much safer AAA title. There are some things about Twin Mirror that give me pause (the imaginary friend conceit is extremely played, for one, and lots of games have attempted investigation mechanics but not many do them well), but I'm willing to go with Dontnod on its journey. I know no matter what, their game will care about its story and its characters, and it'll make attempts at bringing new ideas into the lexicon of video games.

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  News - Rumour: Level-5 Game Delays Linked To Mass “Employee Exodus”
Posted by: xSicKxBot - 12-31-2018, 08:36 PM - Forum: Nintendo Discussion - No Replies

Rumour: Level-5 Game Delays Linked To Mass “Employee Exodus”

Yo Kai Watch 4 Image

Another day, another rumour. This latest one is somewhat different and arguably more believable, as it’s not about a specific game series making its way across to the Nintendo Switch and the source is a Japanese media outlet rather than a random listing by a distributor or retailer.

The rumour stems from the delays of Yo-Kai Watch 4 and Inazuma Eleven Ares – two of Level-5’s biggest projects in recent times. According to Nifty News via Nintendo Soup, a massive “employee exodus” may have recently taken place at the Japanese publisher and developer, resulting in a shortage of staff and the inability to release games on time. Unfortunately, no exact reason as to why staff have left has been provided. As this is the only source discussing the matter in Japan right now, it’s being classed as a rumour.

What do you make of this? Tell us below.

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  Microsoft - Simple tool in Windows 10 helps you create quick surveys and quizzes
Posted by: xSicKxBot - 12-31-2018, 08:36 PM - Forum: Windows - No Replies

Simple tool in Windows 10 helps you create quick surveys and quizzes


Your family has a weekend free and you’re trying to figure out what to do during that precious time together. But instead of asking each person individually or using social media, it might be easier – and more efficient – to gauge the group’s preferences through a survey or a quiz.

Now you can easily create either or both with Microsoft Forms, a simple, lightweight tool.

Since Forms was released for education and commercial organizations, millions have used it. And now consumers can use Forms Public Preview to create, run and analyze results from surveys and quizzes.

Simply share a link or QR code, and your friends and family can access your form from virtually anywhere, on any device and at any time. With real-time responses and automatically generated charts, Forms makes it easy for creators to quickly understand the results and take the right next step.

Check it out in action:

Gif shows how to plan a Weekend Adventure using Microsoft Forms, using prompts for questions

To get started, sign in using a free Microsoft Account.

If you like this, check out more Windows 10 Tips and the Windows 10 October 2018 Update.


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  News - Eddie Makuch's Most Anticipated Game of 2019: Ancestors The Humankind Odyssey
Posted by: xSicKxBot - 12-31-2018, 02:09 PM - Forum: Lounge - No Replies

Eddie Makuch's Most Anticipated Game of 2019: Ancestors The Humankind Odyssey

Ancestors: The Humankind Odyssey is the next game from Assassin's Creed creator Patrice Desilets. The ambitious concept--playing as hominids through different periods of ancestral time--caught my attention right away, and after seeing it in action for the first time at The Game Awards, I'm even more intrigued. A single-player, third-person exploration survival game, your journey in Ancestors begins as a hominid in Neogene Africa some 10 million years ago.

Over time, you grow and literally evolve to the Australopithecus popularly known as Lucy. On your way to becoming Lucy, you'll learn new skills and abilities as you take the form of the next subspecies of hominid that would eventually become the human form of today. It is quite an ambitious concept to say the least.

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Based on early footage, you'll be clambering through the jungle and swinging through trees, escaping predators, gathering resources, and essentially trying to survive and live another day. It looks like no other game I've played before, and the novelty and ambition of the concept has me eager to see and learn more.

It's too soon to say how it all works out in practice, but it's exciting to think about where the chapters after that will go in the future. I can imagine playing as other hominid species such as Homo Erectus and Homo Neanderthalensis, among others.

Another interesting element of Ancestors: The Humankind Odyssey is how it will be released. Like the Life Is Strange series, the title is episodic in nature. Volume 1: Before Us is due out in 2019, and it takes place in Africa 10 million years ago and spanning up until 1 million years ago. Future instalments will focus on different periods of human evolution.

Ancestors: The Humankind Odyssey is the first game from Desilets' studio, Panache Digital Games in Montreal, which was formed back in 2014 after Desilet's rocky breakup with Ubisoft.

The game's first chapter is set to launch sometime in 2019, though there is no word on when the subsequent releases will follow. Ancestors: The Humankind Odyssey will be published by Grand Theft Auto and Red Dead Redemption parent company Take-Two Interactive's independent games label, Private Division. It is coming to PC, Xbox One, and PlayStation 4, and right now is planned as a digital-only release.

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  News - Atlus Teases Persona 5 R, More Information To Be Revealed March 2019
Posted by: xSicKxBot - 12-31-2018, 02:09 PM - Forum: Nintendo Discussion - No Replies

Atlus Teases Persona 5 R, More Information To Be Revealed March 2019


Earlier in December, when it was revealed Joker from Persona 5 would appear as a fighter in Super Smash Bros. Ultimate during the 2018 Game Awards, rumours about the game itself coming to Nintendo’s hybrid platform began to surface. These rumours only intensified as the month went on and now we’ve finally got some more information.

Atlus has at last confirmed the existence of Persona 5 R with the above teaser trailer and by also launching the game’s website. It’s worth noting the name has not been confirmed yet and is still referred to as “P5R” by Atlus. According to Gematsu, no platforms have been officially revealed, but it seems like the PlayStation 4 is highly likely to receive the title, as the logo is at the beginning of the trailer.

Still, don’t let this dampen your spirits, as we’ve seen other games such as Crash Team Racing Nitro-Fueled at the Game Awards revealed with only PlayStation on display and confirmed for multiple other platforms, including the Switch. During the brief teaser clip for P5R, “new projects” flashes up on the monitors in the background as well.

The “P5R” teaser trailer followed on from the Persona 5 animation broadcast. Based on a Persona News Channel post, more information about this new title will be revealed in March 2019.

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  News - Motion Twin Not Interested In Making A Sequel To Dead Cells
Posted by: xSicKxBot - 12-31-2018, 02:09 PM - Forum: Nintendo Discussion - No Replies

Motion Twin Not Interested In Making A Sequel To Dead Cells

Dead Cells Img

Reflect on the indie releases of 2018 and one of the standout games was the roguelike action title Dead Cells by French-based developer Motion Twin. The title was praised by critics and sold incredibly well, especially on the Switch eShop where it managed to outsell the PlayStation 4 version.

When a game has this level of success, normally a sequel is expected. In the case of Dead Cells, this might not be the case. Speaking to Game Informer, Motion Twin game designer Sébastien Bénard said it was best for the studio not to dwell on its success:

“If you create a big hit, it’s best to use this energy to make something different. I don’t think we’ll make a Dead Cells 2. We’re more open to creating more content and opening the game up more to the community. If we did make a Dead Cells 2, it’s because we really need the money (laughs). We don’t want to stick to the same thing though, so I think if we did come back it would be something quite different, not a platformer or roguelike along these lines.”

Would you like to see a sequel to Dead Cells? Did you download the game on release? Tell us below.

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  AppleInsider - Austria looking at raising taxes on Apple amidst European disagreement
Posted by: xSicKxBot - 12-31-2018, 02:09 PM - Forum: Apples Mac and OS X - No Replies

Austria looking at raising taxes on Apple amidst European disagreement

 

Having failed to get all 28 European Union countries to back a plan to tax the likes of Apple and Amazon, the Austrian Chancellor has announced plans to follow France in implementing new national taxes on tech giants starting in 2020.

Apple's Kaerntner Strasse store in Austria

Apple’s Kaerntner Strasse store in Austria

Austria’s Federal Chancellor Sebastian Kurz has announced that his country will introduce a new national tax on the largest technology companies. Details are to be hammered out in January with the tax expected to start in 2020, but the move is in response to the European Union’s current failure to implement a bloc-wide digital tax on the so-called GAFA companies —Google, Apple, Facebook and Amazon.

Previously, Chancellor Kurz has said that Austria would introduce its own scheme if the European Union did. Now that Austria’s six-month presidency of the EU ends, he announced in a statement that the country intends to continue working for a pan-European system. However, he added that “in addition to the European plan, we will take a national step. We will introduce a digital tax in Austria.”

“The aim is clear,” he continued. “To tax companies that generate huge profits online, but pay hardly any tax on them, such a Facebook or Amazon.”

Currently the European Commission estimates that the largest firms pay an average of nine percent tax on their profits. In comparison, regional companies play 23 percent.

All member countries of the EU must agree before a bloc-wide tax can be implemented. At present, a company can choose which member country to register its taxes with and so all pick those with the lowest taxation rate, such as Ireland.

This benefits those countries who also argue that such taxes should not be implemented now when there are trade tensions between the EU and the USA.

Austria is not the first country to decide to implement new national taxes. The UK, which remains an EU member country until March 2019, has announced plans for a 2 percent tax that may be implemented from April 2020.

France, which led the proposals for an EU-wide system, is introducing its own separate tax levy from January 1, 2019.

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  News - Jess McDonell's Most Anticipated Game of 2019: The Outer Worlds
Posted by: xSicKxBot - 12-31-2018, 08:08 AM - Forum: Lounge - No Replies

Jess McDonell's Most Anticipated Game of 2019: The Outer Worlds

With 2019 right around the corner, we've polled GameSpot's staff to find out what games they are looking forward to most in the new year. To be eligible, a game must simply have a release date currently planned for 2019. Of course, we all know nothing is set in stone; there's always a chance some games could slip into 2020. When you're done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2018 hub.

Obsidian Entertainment have proved time and time again that they craft excellent single player RPGs. Their next project is The Outer Worlds which is being created by Tim Cain and Leonard Boyarsky, known for their work on Fallout 1 and Fallout 2.

The first-person action RPG will arrive on PC, PS4, and Xbox One and is set in a future where megacorporations are colonizing and terraforming new planets. It kicks off with the player character exiting cryosleep on a colony ship only to find that the ships other inhabitants have yet to awaken. The Outer Worlds will include the management of NPC factions as well as a story that changes direction based on player choices. Right now it looks and sounds like a mish-mash of Fallout, Star Wars: Knights of the Old Republic, and Mass Effect, and I am very on board.

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There appears to be a large focus on vibrant characters and environments, coupled with a great sense of humor. It's wonderful to see a hardcore RPG that's comfortable with not taking itself too seriously and I'm hopeful that this sense of humor is threaded through the entire game. While your player character is voiceless, you will meet and recruit companions who have their own missions and motivations. You'll be able to elect dialogue choices when you engage with NPCs in the open world and your companions will change their opinion of you based on your actions.

Combat appears to be fairly similar to what you'd find in the 3D Fallout games. It includes a kind of bullet time ability where you get extra time to aim your shot, but the feature doesn't replicate the targeting of specific body parts like VATS. The roleplaying elements will include a variety of social, technical, and combat skills, so it looks like there will be plenty of opportunity to shape your character in the way you want to. As is the case in other Obsidian RPGs, you'll be able to leverage the skills of your party to accommodate for or bolster your own.

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The Outer Worlds will arrive sometime next year and is being published by Private Division, a subsidiary of Take Two Interactive. Despite Microsoft's acquisition of Obsidian last month, it appears that the Xbox publisher are not currently involved in the development of The Outer Worlds, but how that will affect the game down the line remains to be seen. There's plenty more details to be mined from the gameplay footage and various interviews released so far, but The Outer Worlds is particularly exciting for fans who felt let down by Fallout 76 this year. With a fleshed out party system, a focus on single-player, and plenty of NPCs to interact with and take quests from, The Outer Worlds could be the perfect antithesis to 76.

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  News - Best of 2018: How Baldi’s Basics taps into the real horror of ’90s edutainment
Posted by: xSicKxBot - 12-31-2018, 08:08 AM - Forum: Lounge - No Replies

Best of 2018: How Baldi’s Basics taps into the real horror of ’90s edutainment

“The most important thing I wanted to capture with the game was an unsettling feeling of things being off,” says Micah McGonigal, developer of edutainment/horror mixture Baldi’s Basics in Education and Learning

“I didn’t want to go flat-out horror; I just wanted to create a mish-mash of different things that don’t quite meld together right, but also don’t seem ridiculously over-the-top and crazy.”

Baldi’s Basics begins innocuously enough, tasking players with finding notebooks and solving trivia questions within a crude, explorable 3D world.

As players fail questions and wander, though, a sense of unease permeates events and meetings, one created by the visuals being purposely made to look a little bit ‘off’, not unlike many past educational games the developer has seen or played.

McGonigal draws upon accidentally-unsettling visual elements of old educational games to create a disturbing world in Baldi’s Basics, and in doing so creates unease from a general sense of something being wrong, and not so much from a frightening creature stalking the player. The game’s balding antagonist is far from terrifying, but through the game’s visual design, McGonigal harnesses unease to make the player feel dread even if they cannot pinpoint a reason why they feel that fear. By making things look ‘off’, he can create fear before the player even knows what they should be scared of.

By moving away from monsters and dark halls and into places that simply don’t feel right, the developer can also open up horror to people who might not find it tolerable, opening the genre up to new audiences.

Unsettling through inconsistency


“The main inspiration for Baldi’s Basics is pretty much Sonic’s Schoolhouse. I never played it growing up, but when I first saw it, I was immediately creeped out by it, and that was pretty much where the idea came from,” says McGonigal.

Baldi’s Basics doesn’t immediately strike fear into the player’s heart. There’s nothing especially frightening about the school halls or the man who wants to help you with your addition. Similarly, most of the educational games that inspired the game aren’t exactly terrifying all on their own, either, but through small visual elements that conflict with one another, they create a discomfort in the player.

The eponymous horror of Baldi’s Basics

This particular unease was created through McGonigal’s experience and research into educational games and the many accidentally frightening elements within them. “I don’t believe there’s any one game that scared me when I was little, but I do know there were plenty of different things in different games that gave me the creeps,” says McGonigal. “One thing that was common in a lot of edutainment games that always creeped me out was the sort of uncanny CG graphics they would use. It was pretty cheap looking, but not too cheap looking. The characters and animated stuff were also often 2D, which made the CG stuff look even more out of place.”

Mixing two visual styles was one way that some of these past educational games would accidentally create unease, mainly done through these conflicting, inconsistent art styles. By not sticking to any one particular look, it would dredge up this sense that something was wrong, even if it may only be the fact that the art style don’t look right together at all.

A shot of BAP Interactive’s 1996 banger Sonic’s Schoolhouse

“A good example would be Reading Blaster Jr. Most of the scenery was CG, and I specifically remember this one game where you could collect these toys, and they always gave me the creeps… Hold on, now I gotta go look it up…Oh great, that’s gonna haunt my dreams for a bit I think,” he continues.

Beyond the conflict between the two art styles, there is a crudeness to the visuals of the toys in Reading Blaster Jr. In one minigame, there are animals and objects within the scene that are in 3D, with these contrasted against the animated characters who also appear.  The 2D animated characters move and shift their eyes, but the 3D animated ones stand utterly still, eyes unmoving and unblinking. The juxtaposition of the two styles, however accidental, makes the 3D characters feel unnerving in their stillness.

Reading Blaster Jr., released in 1995

“I also remember one time at the library there was a Reader Rabbit game on one of the computers, and Reader Rabbit was just standing there, his normal 2D self, when “The Itsy Bitsy Spider” started playing or something, and he started doing the hand motions…except his hands weren’t 2D. They were CG. It pretty much freaked me out [laughs].” says McGonigal.

“That one element definitely influenced Baldi’s Basics art style in a lot of ways. Obviously, Baldi and some other characters are CG, though they don’t quite capture that uncanny look I was talking about. Still, the sort of creepy, uneasy feeling those elements give me is the same feeling I was shooting for in the game,” he continues.

That inconsistency in art style seems to be key to create a revulsion in the player, one that makes the player wish to remove themselves from the play space, not unlike the fear that drives them to flee a lethal monster. It’s a sense that something is very wrong with this place, if only from the jarring differences in art style. This is put to work in the game through varied art styles for objects and characters, the game refusing to settle on one concrete visual design for everything. It creates a sense that the world isn’t put together right, developing that important unease in the player.

“The main inspiration for Baldi’s Basics was old 3D games – the kind with billboarding sprites that slide around, low resolution textures, and maze-like levels that are easy to get lost in. The most important thing I wanted to capture in trying to mimic this style was probably the ‘off’ feeling the cheaper 3D games often gave,” says McGonigal.

“There’s an old game I’ve seen footage of called 3D Dinosaur: Save the Dinosaurs, where you have to wander around a 3D map finding dinosaurs or something. Anyways, that game has a graphics style similar to Baldi’s Basics in a lot of ways. For example, it’s incredibly inconsistent. You’ve got wall and floor textures that vary from solid colors to photo realistic. There are billboarding, photo-realistic bugs and dinosaurs, but then cartoony portraits of dinosaurs on the wall. The inconsistency in graphics style and the low quality of it all makes the game just feel off and unsettling, at least to me,” he continues.

“Another game that inspired the look I was going for is The Museum of Anything Goes,” says McGonigal. “That game is all pre-rendered, but it has exactly the sort of ‘off’ feeling I wanted to capture. In the game, you basically just walk through an art museum. It seems empty, but every screen tends to have some sort of person or thing come on screen and do something… something really weird, usually. You can look into paintings and interact with them, and these often also have really creepy things. Bad CG, low quality audio, strange videos… None if it feels cohesive or makes any sense, but at the same time it’s not ridiculous or over the top.”

McGonigal does nothing to draw attention to the purposeful inconsistencies in the art style. It is simply left to exist, letting the player soak it all in as part of a coherent universe, but one that, again, isn’t put together quite right. It is built in this way to subtly create discomfort, moving through this world whose visual design and characters just look ‘unnatural’ despite being natural inhabitants of this bizarre space. It conflicts to the eyes, and loads Baldi’s Basics with menace.

Uncertain fear


“Funnily enough, Baldi was picked as the teacher pretty much randomly. He’s actually a character I made up years ago for a comic I wanted to do (There were like, 10 strips total. It didn’t last long.). The idea for Baldi’s Basics was also one I’ve had for a long time, so I don’t remember why I chose Baldi to be the main character. As long as I can remember, the idea had Baldi as the main character and the name Baldi’s Basics in Education and Learning. Still, if I hadn’t already had a character in mind when I went to make the game for the Meta Game Jam, I probably would have gone for Baldi anyways, or at least something similar,” says McGonigal.

McGonigal couldn’t have an over-the-top villain in Baldi’s Basics, as it would break the careful unease he’d created with the conflicting art styles. Also, in keeping with the educational game examples, it would just have to feel frightening without going for outright scares. It was about discomfort, not terror.

“I think the most important thing I wanted to get right about Baldi in the game was making him unsettling, but not necessarily terrifying. Once he starts chasing you, I could have made him have this huge frown, given him pitch black eyes, or, I don’t know, given him a knife instead of a ruler or something. I wanted to be subtle instead, as I felt that would be a bit more unique, and fit the overall feel of the game better, so I just sort of put a blank look on his face. I think that was more effective at creeping out players than some of the other options I could have taken,” says McGonigal.

This creep factor would be enhanced by small aspects of Baldi that wouldn’t communicate a reason to feel outright fear, but unease. Something felt wrong, but the game wouldn’t outright communicate things had gone awry, leaving the player with this unclear sense of things being wrong. It’s the not being sure that makes the game crawl under the player’s skin.

“I went with CG for the reasons mentioned above, but also because it gave me the opportunity to do crazy stuff when animating him, like his wonky hand wave (That was actually a mistake, but I felt it was creepier so I left it! :P) and, the most important part, his slow transition from smile to frown when getting a problem wrong,” says McGonigal.

A smile turning to a frown or an odd wave doesn’t seem like much to be frightened about, but it is about that feeling that things are going wrong, in a world that doesn’t seem to be put together quite right, that is meant to set off alarm bells in the player’s mind.

This is assisted by the elements of education within the game, as well. “When designing the gameplay of Baldi’s Basics, while I wanted to incorporate elements of educational games into the game, I was more concerned with creating fun gameplay. I didn’t want to throw educational game mechanics in if they would break up the gameplay too much. That’s part of the reason why I’ve left the math problems as simple as they are. You do some quick calculations, but then get right back into the game! You don’t have to stop to do some lengthy equations or anything,” says McGonigal.

These educational elements would be key to the particular turn McGonigal wished to create (and were important aspects of the game’s inspirations). “I felt like edutainment and horror would go good together because they’re pretty much opposite genres, and I thought having the sharp turn from edutainment to horror would be both unnerving and funny at the same time,” he continues.

“The funny thing is, despite the game’s name there’s actually no real learning in Baldi’s Basics. You get math problems, and it tells you whether you’re right or wrong, but it doesn’t actually tell you how to get the right answer, or what you did wrong. I was able to work failing into something that scares the player by making it the trigger that begins the actual horror game, and making it so Baldi speeds up each time you fail. Of course, you’re also forced to fail eventually, and the glitched out text I think is a good way to start the ‘something is off…’ feeling before the game goes into horror mode. I’ve always really enjoyed seeing people react to the impossible problems for the first time,” says McGonigal.

That fear of failure draws upon the common fear of failing many would feel in their real lives, and combined with the unsettling art and some unnatural movements from its teacher protagonist, it creates a creeping fear out of educational software, creating the same unease the developer himself felt long ago playing unintentionally frightening educational games.

Newly afraid


By ditching more overt horror elements, McGonigal has created a subtle game of terror. In doing so, he’s opened up the genre to a broader audience who may not enjoy its more heart-wrenching entries. In doing so, he’s brought in many kids who are curious about horror but might not necessarily feel comfortable with it.

“I’d first learned about Baldi’s Basics when a YouTuber that I like started playing it. I was really curious about what it was, but me and horror games don’t mix very well. I slowly got better with them, and now I enjoy it,” says a young boy who agreed to be interviewed about Baldi’s Basics for this article.

“The level of scariness isn’t really at the maximum. It does put a lot of pressure and worry on you because you’ve got this guy chasing you and you’ve got these other characters blocking you,” he continues.

This more subtle fear, born from the conflicting art styles and various other uneasy elements, made horror far more palatable for the boy, and several other children interviewed expressed similar feelings.

“My friend told me about it at school,” said another child who agreed to talk about Baldi’s Basics. “He said it was a horror game, and he said it was kind of funny at the same time. I like that. My sister also really likes it. I kinda like how it jump scares but it’s quirky and silly. It’s weird, but I like it.”

When pressed about what he felt was outright scary about the game, the first child replied “The only thing I would say was even remotely scary would be Baldi’s office when there’s that guy with all the messages. I literally cannot deal with it.”

This movement away from trying to outright terrify the player, but instead making them feel like something was ‘off’ about the world, allowed even children to enjoy this horror game, helping kids dip their toes into a genre that can often be far beyond them, and all while McGonigal showcased a deft hand at creating unease within all of the game’s players.

“It’s really funny to hear kids are playing pretend Baldi!” says McGonigal, with a laugh. “A few months ago I never would have believed anyone if they told me something like that would end up happening.”

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  News - Get a job: Gameloft is looking for a Lead Game Designer
Posted by: xSicKxBot - 12-31-2018, 08:08 AM - Forum: Lounge - No Replies

Get a job: Gameloft is looking for a Lead Game Designer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Barcelona, Spain

Responsibilities:

  • Coordinate with the Creative Director, Studio Manager, Senior Producers and and other team leads to define the game vision and execute on that vision with excellence.

  • Direct the tone, gameplay and meta structure of the project with an eye on innovation, while leveraging a healthy F2P ecosystem

  • Collaborate with gameplay designers to ensure that game designs meet quality requirements and documentation standards. Set clear creative goals and deliverables; lead and focus efforts across the design team to ensure a cohesive experience across the game and service.

  • Anticipate threats to quality and innovation and work effectively with the team leads to mitigate.

  • Build and maintain a collaborative relationship with Art, Technology, Audio and Production that ensures a best-in-industry production process.

  • Coordinate and direct level design teams, to ensure the perfect synergy between mechanics and progression through the game.

  • Allocate, coordinate and plan resources in collaboration with managers and producers. Anticipate recruitment needs of game designers and participate in the recruitment process.

Requirements:

  • Above 4 years as GD including experiences as lead GD or main GD for core gameplay on mobile platforms

  • Must have shipped at least 2 successful titles as a lead or senior GD position

  • Proficient in all aspects of game design such as gameplay, balancing, and reward system, etc.

  • Ability to concisely convey ideas, formulate and develop complex concepts

  • Capable of providing focused and inspiring creative leadership, and able to coordinate and motivate a whole design team

  • Up-to-date on the mobile market and trend

  • Ability to hold a strong creative vision while also keeping that vision agile

  • High visual creativity and passion for developing video games

  • Excellent organizational skills

  • Excellent level of English

  Assets:

  • Knowledge of object oriented and natural programming languages

  • Working experience on Next Gen platforms

  • University degree in Computer Engineering or Computer Science.

Why Join the World of Gameloft?

  • Because you want to be part of an exceptional experience within a company that is constantly growing!
  • Because you want to work with talented people who are industry pioneers!
  • Because you want to join a global company and meet great people around the world from all walks of life.
  • Or, just because you’re looking for a great place to work!

What can Gameloft Barcelona offer you even more?

  • Private health insurance
  • Permanent contract with career-development opportunities
  • An exceptional, dynamic, demanding and motivating working environment within a fast-growing company
  • Monthly ticket restaurant card
  • Free fruit every morning
  • Central location and beautiful view in front of Sagrada Familia
  • Free afternoon on your birthday
  • 25 days of annual paid leave
  • An international environment which offers daily contact with other countries & cultures.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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