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Making of... (videot)

Hans Capon is one of the most popular characters in Kingdom Come: Deliverance. Watch Tobi and Luke Dale, the actor playing Hans Capon go through some of the most memorable scenes of Kingdom Come: Deliverance. In addition to that, a new story DLC with new quests surrounding a love affair of Hans Capon is released on October 16th - Get ready!

Kingdom Come: Deliverance - Becoming Hans Capon
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Leisure Suit Larry - Wet Dreams Don't Dry: Making Of #01

Leisure Suit Larry - Wet Dreams Don't Dry: Making Of #02

Leisure Suit Larry - Wet Dreams Don't Dry: Making Of #03
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Tetris Effect "Mental Blocks" Mini-Documentary
*A mini-documentary about the Tetris® effect (the psychological phenomenon) as Tetris Effect the game (PS4 and optionally PS VR) nears release. Hear from both players and scientists about this mysterious but amazing experience many of us have shared.
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How God of War's quest system gave the epic PS4 series a fresh feel
*The game's System Designer talks the essentials of creating amazing, story-driven gameplay beats
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Elikkäs John Romero vielä palasi sen tunnetun "lempilapsosensa" pariin näin 25 vuoden jälkeen/kunniaksi... tuotoksena Sigil ja se legendaarinen Doom siis se peli mistä aikoinaan mies "maailmankartalle" nousi.

SIGIL is a mod for the original DOOM


Tuosta ylemmästä osoitteesta löytyypi siis näihin seuraaviin kysymyksiin vastaukset, itsensä Romeron suusta kuultuna / kynästä rustattuna....

SIGIL Interview with John Romero
Q: Why did you decide to create a megawad?
Q: What's the storyline for Sigil since it takes place after episode 4 and before DOOM II®?
Q: What is a megawad?
Q: You mentioned that there's nine levels in this megawad, as well as nine deathmatch-only levels. Are there eighteen levels in the megawad?
Q: How did you create Sigil's levels?
Q: How long did it take you to create Sigil?
Q: Is there anything new in Sigil's levels compared to other mods?
Q: Why did you work with Buckethead for the music on SIGIL?
Q: Can you talk about working with him on this?
Q: How did you choose the music for the levels?
Q: Are you happy with where id Software has taken the series?
Q: Are you in touch with the original DOOM® team?
Q: Looking back on 25 years of history, what do you think is DOOM®'s legacy?
Q: Are you working on anything else?
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Ainakin GOGissa ja Steamissa tarjolla tuollainen !

Deliverance: The Making of Kingdom Come documentary
This documentary charts the more than six-year-long, tortuous journey from the foundation of Warhorse Studios to the final release of Kingdom Come: Deliverance


Tosin maksullinen video, paitsi jos on aikoinaanKickstarterissa rahoitellut niin tuon saa sitten ilmatteeksi.
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Creating Cyberpunk 2077
*PlayStation goes behind the scenes with CD Projekt Red to bring you an exclusive look at their ambitious upcoming project, Cyberpunk 2077.


The Origins of CD Projekt Red
*PlayStation takes a peek behind the curtain at CD Projekt Red and unearths the humble beginnings that would lead to The Witcher and upcoming Cyberpunk 2077.


How The Witcher Took Over The World
*Geralt of Rivia. The White Wolf. Witcher. CD Projekt Red traces the history of this beloved hero and how The Witcher series came to be.


From Gwent to Thronebreaker
*Up for a few rounds of Gwent? CD Projekt Red details how this Witcher card game within a game amassed its own dedicated


Judgment - Features Trailer: English
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Elder Scrolls - Celebrate 25 Years


The Dark Pictures: Man of Medan - Dev Diary #2: A Watery Grave
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God of War - Making History
*To celebrate the anniversary of God of War, Santa Monica Studio partnered with Guinness World Records to surprise one of their greatest fans. This is a fan for the ages.


God of War - Thank You
*Thank you...thank YOU. Thank you to our fans around the world. Together we all dream big dreams. Dreaming big has led to an amazing sense of accomplishment
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Ilmaisena tulossa katseltavaksi mittava & kattava dokumentti tämän uuden God of Warin teosta, tässäpä hitusen esimaistiasia tulevasta.

God of War: Raising Kratos - Announce Trailer
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From Syphon Filter To Days Gone - Bend Studio Breaks Down Its Biggest Games
*Days Gone creators Bend Studio have been making PlayStation exclusives for over 20 years. Here key members of the team break down the key titles in the history of the studio, including the Syphon Filter series, Resistance Retribution and Uncharted: Golden Abyss.
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God of War - Raising Kratos: Full Length Feature

Raising Kratos documents the five-year, herculean effort to reinvent one of the greatest stories in gaming, God of War. Facing an unknown future, Santa Monica Studio took a massive risk, fundamentally changing their beloved franchise and re-establishing their rightful place in video game history. More than just a "making of," this cinematic journey of second chances rooted in family, sacrifice, struggle and doubt follows game director Cory Barlog and those who chase perfection in art and storytelling. Witness the incredible defeats, the unpredictable outcomes and the down-to-the-wire tension on full display in this true-life redemption story.
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This is how Beat Saber's awesome action-rhythm stages are built
*The level creator behind the PS VR game reveals the magic behind the title's immersive gameplay


How quality localisation makes the Yakuza series great
*Taking a closer look at an underappreciated art.
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Torchlight se ensimmäinen siis, irtoaa nyt viikon veran ilmaiseksi Epic Storesta...

Light from the Darkness: The Making of Torchlight


Monster Hunter World: Iceborne - Developer Diary 01


The Dark Pictures Anthology: Man of Medan - Multiplayer Reveal Trailer


Escape from Tarkov. Developer's diary #1 (English voiceover)


Arma 3 - Developer Diary: Laws of War DLC


Sonic Mania Plus - Dev Diary 2 (Game Design)


Journey™ Developer Diary - A Walk With the Makers of Journey™
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Nuita kun napsii punaisista linkeistä, niin pääsee itse juttuihin...

The making of Alien: Isolation

The audio of Alien: Isolation

The making of Audiosurf, the synesthesia simulator

The making of Battlefield 5's campaign

The making of BioShock's twisted green belt, Arcadia

The making of Fort Frolic, BioShock's most twisted and memorable level

The story of Half-Life remake Black Mesa

The making of Call of Duty's most famous levels

The complete history of Civilization

The making of Company of Heroes

Story comes first in the making of Cyberpunk 2077

Making Deus Ex: Mankind Divided's best level

The making of Dishonored's greatest mission

The making of Divinity: Original Sin II

The making of Dragon Age: Inquisition

The mind-bending science behind the planets of Elite Dangerous

From rough sketch to final model, here's how Frontier designs the ships of Elite Dangerous

The making of EVE Online

Breaking the internet: The story of EverQuest, the MMO that changed everything

The secrets behind the exquisite handling of Forza Motorsport

Frostpunk developers on hope, misery, and the ultimately terrifying book of laws

Tim Schafer on the making of Full Throttle

The making of Gone Home

The making of Sapienza, Hitman's best level

The making of Hotline Miami 2: Wrong Number

The making of Kentucky Route Zero's open road

Logitech G900: The making of a mouse

The story behind Late Goodbye, the song that defined Max Payne 2

The making of Pandemic Legacy

The making of Path of Exile

The making of Pillars of Eternity II: Deadfire's greatest quest

The making of Peggle

The making of Prey's Gloo Cannon

The making of Quake II

The making of Red Orchestra

The making of Resident Evil 2 Remake's Raccoon City Police Department

Hollow Knight: How to design a great Metroidvania map

The making of Sam & Max Hit the Road

How Sega brought Shenmue back to life on PC

The making of StarCraft

From The Elder Scrolls to the US Secret Service: where videogame trees come from

Crafting the unique, genre-defying horror of Stories Untold

The making of Supreme Commander

Creating a killer wilderness in The Long Dark

The Witcher 3: The making of Gwent

How The Witcher 3's best quest was made

The making of Total Annihilation

The art of making effective game trailers

The making of Undertale

The making of Uplink

The making of What Remains of Edith Finch
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GOG.comissa oleva haastattelu ja vastaajana on Christy Marx. Mimmi joka vasta Conquest of Longbow : The Legend of Robin Hood nimisestä klassisesta Sierra On Linen seikkailupelistä

The story behind the myth of two beloved Sierra classics.

Back in the late '80s - early '90s when adventure games reigned supreme, Sierra On-Line was the ultimate household name. During the steady stream of Quest and Larry games that established their legacy, a couple of less-known but no less-loved titles came along: Conquests of Camelot and Conquests of the Longbow. Not unlike the mythical tales that inspired them, they both established themselves as classics that rigorously withstood the test of time, thanks to their meticulous craftsmanship and irresistible charm.

To celebrate their long-awaited arrival on we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans. Our tale begins with the ordinary sound of a ringing telephone...

Q: Tell us a little bit about yourself and how you came to design two adventure games that are still considered to be on par with the classics from this golden era.

Christy Marx: I began my writing career by writing for Marvel Comics (Conan, Red Sonja, my own series The Sisterhood of Steel), and for animation (Spider-Man and His Amazing Friends, G.I. Joe, Jem and the Holograms, and many others).

Late in 1988, a headhunter called our house looking for artists to work at Sierra On-Line. At the time, I was married to Peter Ledger, an Australian illustrator, painter, and comics artist. Somehow they'd gotten Peter's name and number. I think Sierra had a hard time finding artists that wanted to move into the obscure mountain town of Oakhurst where they were located. I've always been quick to jump on new opportunities and a chance to learn a new form of writing. I asked whether Sierra would be interested in a writer/artist team? They were very interested, especially when they learned of my scriptwriting background. Peter and I drove up to Oakhurst, met with Ken and Roberta, and made a deal on the spot to move up there and work for them. That was the nice thing about Sierra at the time -- if Ken and Roberta decided they wanted to make a deal like that, they could make it happen instantly. I knew nothing about making computer games, so the first couple of months mainly consisted of me playing every Sierra game, and talking to the programmers, artists, and other designers about what we could and couldn't do with the existing technology.

Q: A lot of research seems to have been put into your games. What was it about these two legendary tales that motivated you to turn them into adventure games? If you were to make this into a trilogy, where would the story go next?

Christy: During our initial interview with Ken and Roberta, one of the key questions I asked was "If we create an original IP for you, do we have any ownership?" They said, no, they would want full ownership. I wasn't willing to create a new, original IP without some ownership, so they put forward the idea of doing a King Arthur game. I love all forms of mythology and legends, and so did Peter. We agreed that was an excellent solution. I began doing extensive research, buying books, reading up on how the stories of a "King Arthur" began and developed across the centuries. I used real locations and interesting artifacts that I came across, such as the Chalice Well and Glastonbury Tor, which had associations with Arthur. When I decided to expand the game to include Jerusalem, I consulted a friend who grew up there and learned about other cool places I could include, such as the Pool of Siloam.

For the second game, I originally intended to make a game based on Greek mythology, focusing on the goddesses. During that time, about three or four Robin Hood movie projects were announced. Roberta began dropping hints that they'd love to put out a Robin Hood game. I was perfectly happy to go along with that, given my love of archery and Robin Hood. My research process was the same as before: I bought lots of books, studied how Robin Hood had begun as a trickster character in ballads and then acquired additions to the lore over time, such as Maid Marian and King Richard. I contacted the history museum at Nottingham and purchased materials from them. As before, I discovered and incorporated the cool things I came across such as the ancient pub (which is still there) and the sandstone tunnels beneath Nottingham Castle. Had I remained at Sierra, the direction I was thinking about for a third game was Conquests of Charlemagne. He would have fit nicely into the theme of the games.

Q: Did you ever consider Kickstarting the sequel to your Conquests games or were you ever approached to that end? How would you want it to look like?

Christy: I've had many people ask me for that, but I don't think they understand how much work goes into one of these games. It's a massive undertaking. Each of the Sierra games took a year and a half of my life, and that was with Sierra providing everything I needed -- a team of professionals, equipment, game engine, production, technical support, QA, distribution, sales -- there's so much that goes into it. I don't have the time or energy to put all of that together myself.

I would love to make another one, if I could find a similar situation where that support was provided. I'd make it retro as far as the style of gameplay very much along the same lines as Camelot and Longbow, but would update the art and sound.

Q: What were the main reasons why adventure games were so massively successful in the early days of the medium and why have they been relegated to a mostly niche status today?

Christy: Those were the early days of games. Everything was new, experimental, without established categories and the type of specialization we have today. Even being a designer wasn't a role set in stone. There were no rules, no laws, for being a designer. We made the games we liked to play, and most people who used computers at the time happened to like them as much as we did. We were on the creative edge with technology advancing in leaps from game to game. Remember that Camelot was a parser-based game while Robin Hood took the leap to a point & click game because the mouse became a significant part of using computers. Doing art for Camelot drove Peter crazy because he could only use sixteen colors, some of those achieved by being dithered. With Robin Hood, we had a full 256 colors! Woo hoo! Plus they were DOS-based, and DOS kept evolving into Windows and so on. But once games got beyond most of the big platform and technology differences, they began to splinter into different categories. One type of game would become hot and everybody would want to do that, then another type of game would hit big and everybody would jump on that bandwagon. That was one of Sierra's mistakes, in my opinion. They stopped innovating and began following trends. Somewhere along the way, the audience of games shifted and became more male-oriented. I think this had a large negative impact overall, as it pushed games into more rigid paths, until mobile games came along. Now suddenly we see a huge influx in women playing mobile games, even when they don't consider themselves "gamers". Unfortunately, mobile isn't a good platform for adventure-style games. The trick is to make players of all persuasions aware of the variety of great games they can play, including those with adventure-style gameplay.

Q: What gaming projects are you working on at the moment? Should we expect you to write and design another adventure game in the foreseeable future?

Christy: I spent the last six years as a Narrative Designer at Zynga learning about Facebook games, then working on mobile games. I've just left Zynga, so I'm wide open to new possibilities. I would love to do meatier, more challenging Narrative Design and game writing than I was able to do on mobile.
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The Dark Pictures: Man of Medan - Dev Diary Shared Story Trailer

Muokattu 2019-08-06 22:18:
WWE 2K20 - Xavier Woods Dev Diary
Spider-Man: Far From Home's Jon Watts shares secrets about the Super Hero sequel
*The Director talks comic book accuracy, playing Marvel's Spider-Man and more in a new interview
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EA Sports FIFA 20 gameplay and Volta Football - your questions answered
*The development team details what to expect from this year's iteration

Volta Football
Q: What was the thought process was behind Volta Football? Why bring back street football?
Q: What makes Volta Football unique and interesting?
Q: Did FIFA Street influence the development of Volta Football? (via Tom Clancys da Silva)
Q: Is there a big difference between the skills you need for Volta Football as opposed to a regular FIFA match?
Q: Is the gameplay in Volta Football closer to futsal than to Stadium football?
Q: Will Volta Football include a Career Mode and Online Mode? (via @Soulrocketzero)
Q: Will all the teams be available in Volta? (via Armando Toledo Sepúlveda)
Q: For Volta, will you be able to play mixed teams, such as men vs women, using your personalized characters?

FIFA 20 | Official VOLTA Gameplay Trailer

Q: At a broader level, what are the biggest gameplay improvements planned for FIFA 20?
Q: Was there a specific piece of fan feedback that really resonated with you guys for FIFA 20?
Q: Are you planning any additions to in-game tactics?
Q: Will FIFA 20 appeal to newcomers and veterans alike?
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