General: Fantasy War Tactics Announced by Nexon Korea

Fantasy War Tactics Announced by Nexon Korea

Nexon Korea has announced the commencement of beta testing for its new mobile strategy RPG called Fantasy War Tactics. Fantasy War Tactics is the first major entry into the US mobile gaming market, as well as in other international locations. The game features depth, cooperative game play, social elements and more.

Live Vicariously Through These Early Mortal Kombat X Broadcasts

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As with other major video game releases, Mortal Kombat X began arriving in folks’ hands days ago thanks to local mom and pop stores disregarding official launches. With that comes the opportunity to stream the game for players who have yet to secure a copy for themselves, but traditionally developers have put a hold on early broadcasts for various reasons.

Fortunately, it appears as if NetherRealm Studios isn’t one of those developers. According to a tweet recently sent out by Twitch’s support team, fans who have been lucky enough to snag Mortal Kombat X before it’s scheduled to land on store shelves are free to broadcast their gameplay for others to enjoy. This has led to a number of notable community members to head online and show off their early findings, a quick list of which you’ll find below.

A complete roundup can be found by following this link. If you haven’t had the opportunity to grab Mortal Kombat X early, now is the perfect chance to see what folks are finding ahead of its release tomorrow.

Source: Twitch Support

Learn More About the Creation of Guilty Gear Xrd -SIGN-‘s Unique Art Style

During the recently concluded 2015 Game Developers Conference, Arc System Works’ technical artist Junya Christopher Motomura held a talk on how they developed the game’s unique cel-shaded art style.

For those interested in what they covered, the panel can now be watched online over at the GDC Vault. The talk itself covers a variety of topics, ranging from why they chose to implement the art style to the technical aspects of putting it to use.

The team considered their work on BlazBlue to be the best thing they could do with traditional, sprite-based animation. When moving back to Guilty Gear, they decided to try to find a way to top it. During that time, it just so happened that Motomura was experimenting with cel-shading  for another project that was eventually canceled.

Implementing the art style, though, was not as simple as writing a new shader. As Motomura explains, they didn’t simply let the math handle this aspect of the art. Rather, the artists had to make sure that every shadow cast on the models fit their vision, which meant that they eschewed things like dynamic shadows in favor of simply hard baking static shadows on each model

For more on this, head on over to the GDC Vault to watch the talk.

Source: GDC Vault