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Get a job: Be an AI Programmer for Tripwire

If you’re comfortable with C++ and Unreal Engine, the house that built Killing Floor 2 seeks an AI programmer like you to work on character and monster AI in Tripwire’s Roswell, GA offices. …


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Get a job: Be an AI Programmer for Tripwire

If you’re comfortable with C++ and Unreal Engine, the house that built Killing Floor 2 seeks an AI programmer like you to work on character and monster AI in Tripwire’s Roswell, GA offices. …


Gamasutra News

New Persona 4: Dancing All Night Trailer Shows How The Personas Get In On The Rhythmic Action

The latest trailer for Persona 4: Dancing All Night goes into the game's story, and shows how everyone's Personas will participate in the game.

You can check out the trailer below which, according to a translation from Siliconera, sets up the story that has to do with a rumored Internet video that if you watch it at night, it will take you to the other side and you will never wake up.

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You can also check out a new trailer focusing on Yukiko Amagi below.

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For more on Persona 4: Dancing All Night, you can check out trailers for Kanji Tatsumi, Chie Satonaka, and Yu Narukami by folowing the links. You can also find two additional trailers by heading here and here. Persona 4: Dancing All Night releases in Japan on June 25 exclusively for Vita. The game has an ambiguous 2015 release date for North America.

[Source: Atlus on YouTube, via Siliconera]

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Batman: Arkham Knight Director Teases New Trailer, Returning Character, And New Mechanic

Sefton Hill, Batman: Arkham Knight director and Rocksteady Studios co-founder, is hyping up Arkham Knight's next trailer with a few specific hints.

You can check out some recent tweets from Hill below which say the game's next trailer is "looking sweet," may include a cameo from a Arkham City character, and will showcase a mechanic that hasn't been shown to anyone outside of Rocksteady.

We spoke with Sefton Hill about making Arkham Knight when we featured the game on our cover. You can see those video interviews here and here.

For more on Batman: Arkham Knight, check out all of our features from when the game was featured on our cover. Batman: Arkham Knight releases June 23.

[Source: @Seftonhill, via gamingbolt, NeoGAF]

 

Our Take
I'm curious to see this "sweet" trailer. One of the characters that appeared in City that seemed like a tease for the sequel was a cameo from Hush – a more recent Batman villain who headlined a Batman series of the same name. I would like to see more on him.

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Studio Ghibli’s When Marnie Was There Could Be Its Last Film

Studio Ghibli has a relationship with the video game industry, whether it's simply a matter of influence, or as is the case with Ni No Kuni: Wrath Of The White Witch, a direct partnership. It's newest film, When Marnie Was There, is significant because there is a possibility it may be the studio's last film.

The film released in Japan last year and is getting localized for North America this summer, which is what you will see in the trailer below.

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The studio's most notable director, Hayao Miyazaki, retired recently after releasing The Wind Rises, and it currently has no other films in production as it pauses to re-assess its goals. It's unclear what's in store for the studio's future.

Alongside Ni No Kuni: Wrath Of The White Witch, Studio Ghibli was also involved in the PlayStation 2 game Magic Pengel: The Quest for Color. Films like Nausicaä of the Valley of the Wind also served as an important influence on elements of the Final Fantasy series (the airships, specifically). Castle in the Sky also influenced games like The Legend of Zelda: Twilight Princess, and most recently, Professor Layton and the Azran Legacy.

For more on the Studio Ghibli and video game industry overlap, head here for an interview with Level-5 President Akihiro Hino about working with Ghibli. You can also head here for a story about our visit to the Studio Ghibli museum while in Japan for Tokyo Game Show last year.

[Via: thefilmstage.com]

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Batman: Arkham Developers Deliver Mortal Kombat Cake To NetherRealm Studios

Developer Rocksteady and NetherRealm are both on the Warner Bros. Interactive team, and so to commemorate the success of Mortal Kombat X, the Batman: Arkham developer sent the studio a difficult to eat cake.

NetherRealm creative director and Mortal Kombat creator Ed Boon shared a few pictures of the violent/delicious cake on twitter.

They weren't sure if they wanted to eat it at first, but decided the ability to slice off and eat Sub-Zero's face was too exciting an opportunity to pass up.

We were very pleased with Mortal Kombat X. You can find our review of the game by heading here.

[Source: @noobde]

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The Essentials – Half-Life

The Essentials is Game Informer's weekly recurring feature that takes a look at the most important games the industry has to offer. These games aren't just a ton of fun: Their quality, innovation, and industry influence make them must-play experiences for anyone who wants a greater appreciation of our interactive medium.

This weekend we're taking a look at Half-Life. It’s the game that established Valve as a force to be reckoned with regarding game design, interactive narrative, and technological know-how. It’s the first time we met the bespectacled hero Gordon Freeman, fought a head crab, and saw the G-Man out of the corner of our eyes.

Release Year: 1998
Publisher: Sierra Entertainment
Developer: Valve
Released For: PC, PlayStation 2

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Released two years after Quake and five years after Doom, Half-Life picked up and dramatically rearranged the pieces and mechanics popularized by those two games in radical ways that changed the first-person shooter genre and interactive storytelling  in many significant ways.

The original Half-Life was Valve’s first release after a group of Microsoft employees (primarily co-founders Gabe Newell and Mike Harrington) left the company to make video games. It is clear from Half-Life’s opening moments that its creators were fans of the first-person shooter genre, but wanted to push it forward in unexpected ways.

As the opening credits roll, protagonist (and in turn the player) Gordon Freeman is riding a tram through an advanced scientific laboratory. There is no gun in your hand, no enemies to battle – just the opportunity to look over the facilities and take in the environment that would soon be your playground. At that point in time, the shooter genre had been a purely action-focused experience, where you shoot first and maybe ask questions later if you happen to have some free time. To quietly and subtly absorb the atmosphere and listen closely to announcements over the facility loudspeaker for story cues and information about Half-Life’s world was thrilling, and more importantly, entirely effective.

It didn’t take long to realize that you never leave Gordon’s perspective. Whether you’re simply doing your job, eavesdropping on conversations, or fighting aliens, the whole game is one uncompromised, uncut journey through the Black Mesa facility through Gordon’s eyes. It was incredibly novel at the time and still feels fresh today more than 15 years later.

Half-Life was built using Quake’s engine, but Valve heavily modified it in order to implement a number of innovations. The biggest of these modifications was in the way enemies and non-player characters moved through the environment. Enemies would flank you, try to corner you with grenades, take cover, and even engage other more imposing enemies if you weren’t the immediate threat. Half-Life is one of the first shooters where you could watch enemies fight each other in tactical ways, and while it was an exciting spectacle, its main purpose was to deliver story and build the world – there was a larger war happening in Black Mesa than the one in which Gordon was immediately engaged. It made you feel like a participant in a living world as opposed to simply playing through a series of challenges designed for your enjoyment.

The smart A.I. also extended to friendly characters. Scientists would follow you to escape danger, and security guards would try to help you to the best of their abilities. Again, it all fed into the concept of a living world.

Half-Life was also one of the first games to heavily incorporate in-game scripted moments. Set-piece moments are the cornerstone of shooters like Call of Duty, but Half-Life was among the first to orchestrate large (and often explosive) moments in the game in front of the player to help deliver important story moments.

Valve went on to release Half-Life 2, Team Fortress, and Portal among other titles, and stands as the biggest technological innovator in the PC gaming space thanks to its Steam game delivery service. All of that wouldn’t have happened, however, without the impressive kickstart Half-Life provided the developer. It’s a classic by all definitions of the word and important benchmark for first-person experiences that still holds up today.

For more on Half-Life, check out our Super Replay of the game, where we played through it in its entirety. For more of the
Essentials, click the banner below.

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Unity, Unreal and Cocos2d get a bit cozier with Visual Studio

Microsoft has cut deals with Epic, Unity and Chukong Technologies to integrate its Visual Studio development toolset more tightly with their respective engines — Unreal, Unity and Cocos2d. …


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Reader Discussion: Is Star Wars Battlefront On Your Must-Play List?

Now that you’ve seen the first trailer and read our impressions of the gameplay, it’s time to weigh in. What do think of Star Wars Battlefront based on what you know?

This morning’s reveal and executive editor Andrew Reiner’s preview gave us a flood of new details. We know which planets we’ll be visiting (at least some of them) and a bit about one of the modes featuring an AT-AT on the rampage.

We know the targeted player counts, release date, and the fate of space battles. Sadly, while you can still pilot iconic vehicles, you won’t be able to dogfight among the stars.

There’s a lot to digest, and we expect your feelings might change as more information and deeper gameplay videos are revealed. But right now, we want to know what you think of today’s new Battlefront information.

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Nintendo Releases Seven 60 FPS Mario Kart 8 Trailers Showing Off New DLC

Mario Kart 8's second big DLC pack releases next week, and Nintendo has released seven different trailers showing off the new tracks, characters, and vehicles.

You can check out the six new tracks below, some of which are returning from previous Mario Kart games, some of which are totally new. There is also a seventh trailer that crams all the content into one trailer. If you're viewing the trailers in a Chrome browser, don't forget to turn up the quality of the videos to 60 FPS.

All of this content will be available on Thursday April 23, alongside the added 200cc difficulty for all tracks. To see the new difficulty in action, head here.

Baby Park
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Cheese Land
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Neo Bowser City
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Ribbon Road
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Big Blue
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Wild Woods
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DLC Pack 2 Preview
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