Tides of Annihilation Team Worked With Epic Games for Optimization, Hands-on Event Coming in Summer

For instance, the Giant Knight shown in the initial trailer benefited from performance improvements. Wei Liu, a technical director at Unreal Engine China, explained that the team tested the game to identify what was slowing it down – whether it was the CPU or GPU. This led to reduced processing demands and a higher, smoother frame rate. The collaborative effort also allowed them to use Nanite technology to automatically optimize collisions and shadows within the game.

NIKKE Gacha Probability Explained: What Every Canadian Player Should Know

NIKKE’s recruitment banners (both Standard and Special) have set chances for getting rare characters. While there’s a 4% overall chance to get an SSR (the rarest characters), that chance is divided. The featured character you’re hoping for only has a 2% chance, and the other 2% is split between all the other standard and Pilgrim SSRs. This means if you’re trying to get a specific character, your odds are closer to 1 in 50 pulls, rather than the commonly thought 1 in 25.

Goddess of Victory: Nikke announces new character and livestream performance as part of 3.5-year celebrations

Okay, so let’s talk about Neon, the new character. They’ve built her with some seriously cool defenses – she’s totally immune to corruption, Dark Matter, and even E2 crystals. Apparently, they used some old V.T.C. tech to do it, which is awesome. Honestly, if that immunity extends to just, like, normal sicknesses, I’m all in. Seriously, a blocked nose ruins my gaming mood instantly!

Understanding​‍​‌‍​‍‌​‍​‌‍​‍‌ RNG in Nikke: Luck vs Planning

As a Nikke player, I’ve been thinking a lot about how luck – or rather, the game’s random number generator, or RNG – works. It’s interesting to compare it to how randomness is handled in other games I play, and I’ve started to figure out how to balance relying on good luck with actually planning my strategies. It’s all about finding that sweet spot to really improve my gameplay experience!

YouTuber who showcases “adult-oriented” Resident Evil Requiem and Stellar Blade mods claims Capcom’s laywers asked him to take down over 1,000 videos

Kotaku recently highlighted a stream where YouTuber GrizzoUK shared an email he claims to have received from Capcom’s legal team. The email stated that Capcom owns the rights to popular franchises like Resident Evil and Street Fighter, and that they were aware of fan-made modifications (mods) for adults being created using assets from those games. They also mentioned that videos of these mods had been uploaded to YouTube.

Love Or Loathe Stellar Blade, We Need More Game Studios Like Shift Up

Although the game doesn’t feel particularly original, heavily drawing from other titles, it’s still incredibly fun to play and visually stunning. It’s surprisingly satisfying and replayable, even considering the strange controversy surrounding it – a debate fueled by online claims that some game journalists unfairly criticize games featuring attractive female characters. Despite some questioning its score of 81 on Metacritic, the game clearly has its appeal.

Stellar Blade CEO Issues Official Statement on the Sequel

Shift Up has been very active lately. They’ve recently released Stellar Blade, continue to support Goddess of Victory: Nikke, and are working on a game called Project Spirits. They’ve also acquired Unbound, the new studio of renowned game creator Shinji Mikami. Unbound will continue to develop original games for PC and consoles under Shift Up’s umbrella. Mikami is best known as the creator of Resident Evil, and more recently worked on games like The Evil Within 2, Ghostwire: Tokyo, and Hi-Fi Rush.

Resident Evil director Shinji Mikami partners with Stellar Blade devs Shift Up to make “smaller, experimental titles alongside a large-scale flagship”

Mikami and the team at Shift Up are working on something for Stellar Bladesmiths, but they aren’t ready to share details yet. However, they’ve mentioned a strategy of “parallel development,” which means creating both smaller, innovative games and a major flagship title. This allows them to be ambitious and take risks without compromising their larger projects.