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Tower of Fantasy – Is the Game Really a Genshin Impact With a Social Twist?

Game Refinery

Tower of Fantasy was launched in the global markets in August 2022, luring players to the game with its “Genshin with an MMO experience” headlines. Tower of Fantasy is a new MMORPG developed by Hotta Studio and published by Perfect World and Level Infinite. The open-world of Tower of Fantasy. So, does it live up to the promise?

Fantasy 52
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Unity vs. Unreal: What to Choose for Your Game? | Moonmana

Moonmana

So do they compete or co-exist peacefully? Thanks to groundbreaking technology advancements, developers can now take advantage of cutting-edge software and game engines which enable them to create fantasy worlds in video games. The game development industry is booming, and it’s impossible not to notice how quickly it’s expanding.

Engine 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

I completed the main campaign in Redfall ( official site, Steam , also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. They had to design a 4 player co-op game that all the friendless Arkane fans play as a single player game.

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The 7 Steps to Successfully Greenlight a Game with an IP

Deconstructor of Fun

Green , who is currently Co-Founder and COO of Knock Knock. I Need a Process (sung to the tune of “I Need a Hero” ) As is the case with every facet of product development and live ops, running the right process is key. Brand fantasy or desire is defined as: The heart of how fans and die-hards connect around this brand.

Fantasy 52
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Roguelike Elements in Mobile Games in China

Game Refinery

In a run-of-the-mill roguelite game decorative items such as skins probably would not be a very effective monetization tactic since roguelites and roguelikes are by default single-player games, but Soul Knight has tackled this problem with a synchronous co-op possibility.

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Logjam as mourning wood

Radiator Blog

Here I use a classic gamey-style back-and-forth aiming meter where you have to click at the right time, yet there's a delay between your input and the end of the animation. I spent time animating the chopping feel, calibrating the hand movements and squatting posture to demonstrate good axecraft. Just his helmet.