Just finished Resonance: A Plague Tale Legacy and it has easily become one of my favorite games of the year.
I simply love games that take you on a great journey and tell a compelling story. The visuals are incredible, especially when it comes to the environments and the way the different areas are designed.
The voice acting is excellent and the soundtrack by Olivier Derivière is fantastic and adds so much to the atmosphere.
My only real criticism would be the combat and some of the combat animations, which could have been a bit more polished.
If you’re into games like Uncharted, you should definitely give this one a shot. With so many great games coming out this year, I really hope this one doesn’t get lost in the crowd. It’s definitely worth checking out!
It's been a week since Resonance: A Plague Tale Legacy has launched, and the reception has gotten us quite emotional. 🥹
We're infinitely grateful for the reviews and feedback we've received. Keep'em coming! 🩷
Dive into the adventure now on PC, XBOX, PS5: https://t.co/xsb1CUrOM9
Dragons Heaven (1988) is a cult sci-fi OVA known for its stunning mechanical designs and its unique blend of animation and live-action model work. Directed by Makoto Kobayashi, the short film stands out for its hand-drawn mecha aesthetics inspired by European comics, giving it a look unlike anything else from the era. If you’re into experimental animation, retro mecha, or highly stylized world-building, this one’s a must-see. 🐉✨
It’s been a week since we announced Divinity, our next RPG, and a lot has become lost in translation.
Larian’s DNA is agency. Everything we work towards is to the benefit of our teams, games, and players. A better work day, and a better game. Our successes come from empowering people to work in their own way and bring the best out of their skill & craft, so that we can make the best RPGs we can possibly make.
In that context, it would be irresponsible for us not to evaluate new technologies. However, our processes are always evolving, and where they are not efficient or fail to align with who we are, we will make changes.
To give you more insight, we’ll do an AMA featuring our different departments after the holiday break, in which you’ll get the opportunity to ask us any questions you have about Divinity and our dev process directly.
We’ll announce the date in the new year. In the meantime, I wish you all happy holidays!
Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI.
We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and I’m very proud of what they do.
I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art. The artists do that. And they are indeed world class artists.
We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison.
I talked about how we use ML here if you would like to know more:
https://t.co/41KPNjaqI7
We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.