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We highlight some of the best VR titles out now for the Meta Quest, from high octane music games to spooky shooters. GOTY We examine the development and lore of one of the biggest shooters of all time: Halo 2.

This week's episode is all about looking back at the best that had to offer in the world of Nintendo. Why are we writing about trees? Come goof around as we cover everything you need to know about Metroid Dread for the Switch.

We do the same thing with production. We look at how the whole game was created, and where we can make improvements and how we can strike the right balance between giving people the opportunity to — as I mentioned earlier — leave their mark on the industry and advance their craft in ways that have never been achieved, but also find space along that spectrum.

Let me go back to The Last of Us Part II; some pillars that were important to us were diversity, diversity in the people we hire and the characters that we have in our game as well as accessibility and how do we make our games more accessible.

We have more directors and more leads, all with the end goal of giving the entire team more opportunities to provide feedback and check in on their well-being. Neil Druckmann: Everybody has a different definition of what crunch means. We find that there is no one solution that fits everybody.

Everybody has a unique situation we might need to address. One of the things that the industry has talked about as a possible solution is unionization. Do you have thoughts on unionization? There are people who really want to put in that extra polish on their own volition, and they would feel handcuffed.

We have to approach this from multiple angles. You talked about ensuring that the workplace is a fun environment.

What does that look like? Neil Druckmann: We make video games, right? How do you realign someone that was working on [an] idea that might not work out, but still inspire them to come back to the vision? Some companies seem to be moving away from the big, story-driven single-player games. For example, Ubisoft recently announced that it would be developing more long-tail, free-to-play games. Evan Wells: Absolutely. Single-player experiences are near and dear to us. Twitter Tweet.

Email Email. Comment Comment. Inscryption A horror-themed deck-building experience that evolves in unexpected ways the more you play. Purchase More Info. Concept A horror-themed deck-building experience that evolves in unexpected ways the more you play. Graphics Inscryption's low-fi art style and dark atmosphere sends chills up your spine. Sound A moody soundtrack helps sell the horror theme, but it's subtle and largely unmemorable. Playability The card system has clearly defined rules, so playing cards is simple.

Building an overpowered deck is highly rewarding. Entertainment The card combat is engaging, and the larger narrative elements make Inscryption incredibly hard to put down. Replay Moderately High. Ben Reeves. Benjamin Reeves is a writer, journalist, and geek sponge. Do you have any plans down the road to add more modding support and make it easier for people to create mods?

Out tools are very much built on our processes in the way we build content. Barlog: Our tools are difficult. We like to have difficult tools. Our tools are super custom and inherently complicated. Any final thoughts? Anything we missed? God of War releases on PC on January Read our full review of the original PlayStation 4 version or watch our video preview of the PC version here. Join Sign In. Post Tweet Email. Follow Us. Share Facebook Post. Twitter Tweet. Email Email.

Comment Comment. Ben Reeves. Benjamin Reeves is a writer, journalist, and geek sponge.



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