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Nalezeno "zenimax media": 83

Tensions Rise At Bethesda As Employees Pressure Company On Abortion Measures


In the wake of Roe v. Wade being struck down last week, many employees at Skyrim maker Bethesda Game Studios and its parent company ZeniMax Media have grown increasingly frustrated by what they see as their employer’s unwillingness to clearly support employees’ access to reproductive healthcare....

Xbox Head Defends Bethesda In Wake Of Crunch Allegations


At an all-hands meeting on Thursday, Xbox addressed the growing employee concerns about labor conditions at Bethesda Game Studios and its parent company, ZeniMax. Matt Booty, head of Xbox Game Studios, said he was “confident” that the studio was not crunching, and that it was “unfair” to attribute...

Bethesda Really Wants Y’all To Know That Redfall Ain’t Left 4 Dead


Redfall is the next big game from Bethesda and Arkane, makers of immersive sims like Prey and Dishonored. It opened last weekend’s Xbox showcase event. And a lot of the trailers and footage shown so far make it look a lot like Left 4 Dead. Bethesda, it seems, is not pleased about those comparisons...

Starfield Sounds Way Too Big


“These aren’t just backdrops,” Bethesda’s Todd Howard told game journalists while pointing to a mountain range off in the distance during an E3 2011 demo for The Elder Scrolls: Skyrim. “You can go up to the top of that mountain.” That line and the promise behind it is infamous now, memed throughout...

Ghostwire: Tokyo’s Captivating World Is Overshadowed By Weak Combat


Ghostwire: Tokyo, Tango Gameworks’ new action-adventure game with immersive sim-like elements, is a frustrating juxtaposition of highs and lows. It’s at once a compelling narrative about loss and the lengths we go to recover that which is gone, and a plodding first-person shooter with seriously...

Ghostwire: Tokyo Has One Of The Coolest Healing Systems In Open-World Games


Ghostwire: Tokyo, the cool new Tango Gameworks project about chatting up spirits and fighting ghastly humanoids, has managed to pull me away from Elden Ring. It’s a nice reprieve. Ghostwire is nowhere near as hard as FromSoftware’s latest Souls-like. So rather than roaming a vast, haunting open...

Ghostwire: Tokyo Reviews Are All Over The Map


Reviews for Ghostwire: Tokyo, an immersive sim from the makers of a game series so scary I can’t mention its name without collapsing in a fit of sobs, landed this morning. Publisher Bethesda Softworks did not furnish Kotaku with early access, because duh, so we’re experiencing the game, and...

Bethesda Shows Off Eight Whole Seconds Of Starfield


Bethesda has unleashed another mini-salvo of teases for its upcoming open-world space RPG, Starfield. Director Todd Howard and others spoke a bit about how factions, companions, and other mechanics will work in a new roundtable video, and also showed eight whole seconds of what looks like actual...

Deathloop, As Told By Steam Reviews


It’s safe to say that Deathloop stood tall as one of the most anticipated games of the year. Amid a release slate flush with sequels and remakes, here was a brand-new concept from Arkane, a studio that hasn’t missed in nearly a decade, making creative use of its time-loop feature to deliver a truly...

The Art Of Deathloop


Good evening! For the first time in what feels like forever, we’re running a Fine Art that’s dedicated to the concept and produdction art behind a major release, in this case Arkane’s Deathloop.Read more

Starfield’s Massive Script Equals Massive Amounts Of Work, Say Devs


At the Tokyo Game Show yesterday, Bethesda’s creative director Todd Howard told an audience that upcoming space-faring RPG Starfield will have more than 150,000 lines of dialogue. If that sounds like a lot, that’s because it is. In response to the announcement, some developers at other AAA studios...

Deathloop: The Kotaku Review


Video games are inescapably intertwined with iteration and do-overs. It’s written into the technology that builds them, the development practices that craft them, and often the very rules governing how they work: win-lose, trial and error. Some games have tried to mask this artifice in the service...

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