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Masahiro Sakurai Made Fools of Us All With One Refined Gesture Earlier than the Byleth Reveal

Tremendous Smash Bros. sequence director Masahiro Sakurai is at present my favourite sport developer. He eats, sleeps, and breathes Tremendous Smash Bros. Final. The latest information concerning the addition of six new fighters is assurance that he will not be completed with the sequence anytime quickly. Nonetheless, when Sakurai seems on Smash Direct displays, he would not exude a crumb of bitterness. On the similar time, he isn’t breathlessly in love with Smash. It is as if Smash is Sakurai’s Sisyphean boulder—an impediment he wants to beat towards inconceivable odds.…

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The Making of Shovel Knight: Specter of Torment, Part 4: The Subtle Art of Backgrounds

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can find Part 3 here. Finalizing a level requires that it be considered in every way. To make sure that we didn’t forget anything, we’ll take “passes” at the whole level, and then the whole game, with a specific element in mind. Pickups like Health, Gems, Darkness, and Red Skulls all got thorough passes to make sure they were balanced, but…

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