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Thank you, Ultima Ratio Regum, for making RPG dialogue less boring

Ultima Ratio Regum, Mark Johnson’s epic 10-year roguelike project, aims to do a lot of things, but first and foremost it aims to reinvent how we approach procedural generation in lore-heavy games. The traditional view of algorithm-based writing is that it hits roadblocks between expansive possibilities and convincing humanity. Though you can program a game to offer hundreds of different choices, many will inevitably end up sounding similar. It leads to criticisms of procedural generation as “soulless,” and many doubt that computers will ever be able to create realistic humanity in such a significant manner. differ speech without ignoring the…

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The first few minutes of Below shows the start of a legendary adventure

Exploring the depths of a cavernous island, a tiny warrior rigorously battles their way through the unknown, struggling against a stream of enemies. The story of a small hero up against a dark scary world isn’t a new concept, but it’s a powerful one. In Below, this concept is put into practice, and the promise of the adventure of a lifetime is dripping in the atmosphere created by dark colors and wide shots of the world around the character, reduced to a pinpoint of light against the vast backdrop. Below is a roguelike adventure title, where exploration and survival go…