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This Week’s ‘Pluribus’ Arrives Early, Carol

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Gotmilkpluribus

Apple TV is dropping episode five, 'Got Milk,' ahead of the Thanksgiving holiday.

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Jagmas
4 hours ago
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Round Rock, Texas
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Timesplitters Remake Finally Launches After Messy Decade Long Development

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Timesplitters Rewind is out now on PC and the devs call it the 'largest free video game' ever made

The post <i>Timesplitters</i> Remake Finally Launches After Messy Decade Long Development appeared first on Kotaku.



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Jagmas
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Live-action Far Cry TV series starring It's Always Sunny's Rob Mac will mimic the games' standalone format, with each season given 'a new setting following a new cast of characters'

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Back in August, Ubisoft announced a live-action Far Cry TV series was coming to FX, co-created by Noah Hawley of Alien: Earth and Rob McElhenney, who now goes by Rob Mac, of It's Always Sunny in Philadelphia.

Weirdly, the announcement, which appeared on Ubisoft's own website on August 9, promptly disappeared, and Ubisoft pretty much tried to pretend it never happened.

Today, Ubisoft continued to pretend it never announced the Far Cry series at FX by announcing the Far Cry series at FX. Again. The details of the show are pretty much what we already knew, but this time, there are quotes to go along with them. So, that's something!

"What I love about the Far Cry game franchise is it's an anthology. Each game is a variation of a theme, the same way each season of Fargo [another FX/Hawley joint] is a variation on a theme," said Hawley. Just like the Far Cry games, each season of the show will be "set in a new setting following a new cast of characters," according to Ubisoft.

"Ubisoft has been remarkably generous, entrusting us with one of the most iconic video-game worlds ever created," Mac said, who will executive produce as well as star in the show (presumably in more than just the first season). Mac and Ubisoft recently concluded business on another videogame-themed show, Mythic Quest, which was canceled in April 2025 after four seasons.

Well, heck, I'll definitely be watching because I like shows where someone runs around shooting people in a beautiful part of the world, and there are a lot of locations to choose from: Micronesia, Central Africa, Southeast Asia, Nepal, Montana, Cuba…

Wait a second. There was that other Far Cry game no one really talks about: the caveman one! So the real question is, do you think they'll go for broke and do a season set in the Stone Age of Far Cry Primal? I'd really like to see Mac as a caveman.

This isn't the first time Far Cry has been adapted for a different-sized screen. The direct-to-video Far Cry movie directed by Uwe Boll in 2008 was a notorious suckfest, though Netflix animated series Captain Laserhawk: A Blood Dragon Remix is, as I understand it, pretty good.

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Jagmas
4 hours ago
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Round Rock, Texas
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Far Cry TV Series Heading To Hulu, Will Star Always Sunny Creator

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Earlier this year, Ubisoft accidentally leaked the first word that a Far Cry TV series was in development with It's Always Sunny in Philadelphia star Rob Mac and Alien: Earth creator Noah Hawley. Now, it's official. Far Cry is going forward as television show on FX and Hulu.

According to The Hollywood Reporter, Far Cry will be an anthology similar to Fargo, the series that Hawley brought to FX over a decade ago. FX notes that each season of Far Cry will have a new setting and a new cast of characters. Mac--who was formerly known as Rob McElhenney--will executive produce and star in the first season of the series.

Ubisoft's official account for Far Cry quickly shared the news as well.

Continue Reading at GameSpot

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Jagmas
7 hours ago
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'It wasn't fun for the first 7 years' says maker of fantasy sim Tavern Keeper, which spent more than a decade in development

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It's obvious a ton of work has gone into fantasy sim Tavern Keeper, from the intricate and often hilarious animations of the patrons and staff to the flexible and easy-to-learn item design tools to the fully-narrated interludes that make your pub feel like it's part of a storybook adventure.

Tavern Keeper arrived on Steam in November, but it's been in development for over a decade—and as impressive as the game is, that's a heck of a long development cycle, especially since it's expected to be in early access for at least another 12 months.

I spoke last week with Patrick Klug, director and co-founder of Greenheart Games, and asked why the tavern sim took so long to belly up to the bar.

"We have made, like, six versions of this over the last 11 and a half years," Klug said, explaining that just the storybook system alone went through "dozens of versions" to become what is essentially an "interactive audiobook" where players get to make RPG-like dialogue choices while managing their pub.

"When we started, there were no tavern [management] games. When we started, there wasn't even a Two Point game out yet. We were before the management system revival, I think. And so we had to invent a lot of the systems that other folks invented as well."

That was years of writing and experimentation that didn't make it in the game at all.

Patrick Klug, director/co-founder of Greenheart Games

Greenheart Games also spent a lot of time working on systems that were eventually dropped from Tavern Keeper—including one partially inspired by Shadow of Mordor's dynamic Nemesis system.

"For the longest time, initially, the story idea was that you would attract heroes. And then you would kind of be able to send them on quests and give them quests," Klug said. "We did a lot of experimentation about how we could make the world feel like your actions with the heroes made sense.

"But it always felt like a second game. It never felt like it belonged in the tavern," Klug said. "That was years of writing and experimentation that didn't make it in the game at all."

Tavern Keeper is filled with systems: patrons and staff react to the cold or heat of the tavern, food can spoil and the pub can become filthy, candles can catch flammable objects on fire but a lack of lighting can make visitors and staff unhappy… and the list goes on. But it took quite a while for those to come together, too.

...it took ages to feel right.

Patrick Klug

"I feel with this game, it's a systems game, and it wasn't fun for ages," Klug said. "I think it wasn't fun for the first seven years or something, at least," Klug said. "And that is a really difficult time in a project because you have to trust that 'I know once we finish this system, and this system and this system will go together, that it will be fun, right?"

That includes the storybook system that took so much time to build.

"Initially, the [storybook events] always felt like they took you out of the game, they didn't feel like they belonged, and that hurts because I was always very adamant that I wanted this storytelling in the game," Klug said. "And I thought that would be a great innovation to have. But it took ages to feel right."

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Jagmas
9 hours ago
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ARC Raiders Is Reportedly Closing in on 7M Copies Sold

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“ARC Raiders” title with futuristic characters, vibrant colors, and logos for Embark, Enlist, and Nexon at the bottom.

Amidst controversies surrounding its use of Generative AI tech for NPC voices, Embark Studios' latest release, the third-person extraction shooter ARC Raiders, continues its sales streak, and according to Alinea Analytics, it has almost reached 7 million copies sold across all platforms. After selling close to 750K copies on Steam last week, Alinea Analytics reports that ARC Raiders is at 4 million copies sold on Steam alone, and is due to reach the 7 million mark soon. Last week, the game's publisher, Nexon, reported that it had officially sold over 4 million copies. It's further proof that ARC Raiders is […]

Read full article at https://wccftech.com/arc-raiders-reportedly-closing-in-on-7m-copies-sold/



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9 hours ago
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