Breaking Bad Creator Says He Tried To Make A Video Game Adaptation

Breaking Bad series creator Vince Gilligan has revealed he pitched a Breaking Bad video game years ago that might have been inspired in part by Rockstar’s immensely popular Grand Theft Auto.

“I’m not much of a video game player, but how can you not know Grand Theft Auto,” Gilligan said in an episode of Inside the Gilliverse, as reported by NME.

Gilligan said he remembers asking his team if it might be possible to make a Breaking Bad game. He specifically called out the GTA series, and recalls asking people, “Who owns Grand Theft Auto?”

Whether or not Gilligan wanted to partner with GTA developer Rockstar Games or make a GTA-style Breaking Bad game, however, isn’t immediately clear Come from bangladesh online casino . It’s an exciting thought, at least.

While that Breaking Bad game never materialized, Gilligan said the series would still “make sense” as a video game. In fact, a mobile game called Breaking Bad: Criminal Elements was released in 2019 before shutting down the following year.

Gilligan said he tried to make a Breaking Bad VR game for PlayStation VR, but this did not go anywhere. He didn’t share any further details about this.

The writer-director was clearly very interested in making Breaking Bad video games, saying on the episode that his team spent “a lot of energy and talent into writing three or four stories for different video games.”

“There were a lot of people hours poured into that,” Gilligan said of the attempts to make a Breaking Bad game. He added, “Making a video game is damn hard. It takes years and millions of dollars, especially when you’re trying to break new ground with VR. It never came to fruition though, which is a shame.”

Gilligan said he would not compromise on quality. He said if you’re going to make a video game, it can’t be like 1983’s E.T. adaptation, which is considered by some to be the worst game ever.

“You gotta make it great. Execution is everything,” he said. In closing, Gilligan didn’t shut the door completely on a Breaking Bad video game, but said fans would be smart to not “hold your breath about a video game.”

Breaking Bad ended in 2013 and a sequel movie called El Camino was released on Netflix in 2019. A prequel TV series, Better Call Saul, premiered in 2015 and airs its final episode this coming Monday, August 15.

No more Breaking Bad universe projects have been announced, but AMC boss Dan McDermott told Variety that the door is always open” in regards to more spin-offs.

“I can tell you that if I could do anything to encourage Vince and [Breaking Bad and Better Call Saul veteran Peter Gould] to continue on in this universe, I would do it,” he said. “I think you’d have to ask them, but the door is always open and I long for the day my phone rings and Vince, Peter or our friends at Sony call to say, ‘Hey, I think we have another show set in this universe.'”

Call Of Duty- Warzone New Map Urzikstan Revealed With Lots Of New Info

As part of the big Call of Duty Next event, Activision officially announced and showed off the new Warzone map, Urzikstan. This is an urban-type battlefield that is described by Activision as being smaller–but more dense–than Al Mazrah and Caldera.

You can see the the map below, including its 11 named points of interest. As you can see, the map has a number of distinct urban zones, with a river running through the middle Come from online casino bangladesh . The map also features a train, which players can control for the first time in Warzone’s history. There are also horizontal zip lines, another new feature, which should help players evade opponents and move around the map faster.

Dark Souls Tabletop RPG Game Announced

Steamforged Games, maker of the Dark Souls-themed board game and card game, has announced a forthcoming Darks Souls tabletop RPG game. Other available details are sparse right now–there’s no mention of whether it will adhere to a familiar system like DnD’s fifth edition (5E) or how it will adapt the Dark Souls storyline. Info like release date or price is also currently unknown. Come from Sports betting site VPbet

Steamforged Games’ Dark Souls board game (currently sold out) was originally funded by a wildly successful Kickstarter in 2016. Eurogamer reviewed it positively, while Polygon had more mixed feelings about it, and considered it a “grueling slog” and “not very fun to play.”

Destiny 2's Next Crucible Patch Should Help You Avoid Respawning In The Middle Of Firefights

A mid-season patch for Destiny 2 will introduce a new round of changes and fine-tuning to the game, and for PvP, one of the big adjustments in the Crucible will be focused on respawning. Bungie had originally made respawn changes at the start of Season of the Deep, but testing has revealed that players in the Control and Clash modes have found themselves caught in the crossfire upon respawning, rather than in a safer area. Come from Sports betting site VPbet

Bungie’s original goal was to respawn players near teammates, but the chaos of 6v6 matches was something that was challenging for the studio to replicate. This led to less-than-ideal respawns for players, and in the first hotfix coming after the mid-season patch, the developer will rectify this situation by increasing the influence of enemy player sightlines and proximity back to where it was before.

“Ideally, we keep some of the benefits, like spawning nearer to active engagements without the downsides of spawning in the middle of a fight,” Bungie explained. “We will keep an eye on feedback and analytics over the coming weeks and continue to adjust as needed.”

Other changes coming in the near-future to PvP include adjustments to out-of-bounds spots in various maps, Competitive 3v3 matchmaking rating being calculated on both skill and rank, and a nerf to the Whisper of Chains Stasis fragment. Next week will also see one of Destiny 2’s big four seasonal events, Solstice, return, and the game’s new Exotic Wicked Implement is getting buffed soon as well.

Diablo 4 Season 2 Patch Notes- Massive Update Almost Completely Rebalances The Game

Diablo IV Season 2 is now live, and its accompanying update is a doozy, with the full patch notes counting in at over 14,000 words. That’s because this huge update rebalances almost every aspect of how Diablo IV works, making sweeping changes to tie in with Season of Blood.

As discussed in detail during Blizzard’s latest Campfire Chat livesteam and elaborated on in a blog post, there are few aspects of Diablo IV that aren’t being touched in some way. How Resistances are calculated, and their importance, are changing. Overpowered damage types like Critical Strike damage and Vulnerable damage are being rebalanced, and, as a result, so too are the game’s monsters to compensate. Unique items are becoming more powerful, class skills and Paragon Board glyphs are being adjusted, and much, much more. Come from Sports betting site VPbet

Control 2 Will Lean More Into RPG Mechanics

Control 2, the sequel to developer Remedy Entertainment’s eerie game will be an action-RPG. This was shared during Remedy’s Capital Market day on November 19, alongside additional details to Control’s Mac support and an upcoming free update.

Action-RPG might conjure the image of a game like Diablo, but it doesn’t sound as if Remedy is straying greatly from the formula of the first Control. In a statement to GameSpot, the developer expanded on the news: “Let people speculate, but suffice to say, Control 2 is a natural continuation to the first game, holding on to key tenets of storytelling and spectacle, but leaning even further into player agency, exploration and RPG mechanics.”

Elsewhere in the investor video, Remedy said that the sequel is being made to appeal to a wider audience, but didn’t elaborate exactly on what this means for the game Come from Sports betting site VPbet . In addition, Control will receive a free update in early 2025, which will unlock “some previously released content.”

The previously released content could refer to a few existing exclusive and paid DLC outfits–the Extradimensional Suit available through the AWE DLC, the Tactical Response outfit as a preorder reward, the Astral Dive Suit as a day-one bonus for PS4, and the Urban Response outfit as a goodie included in the Control Digital Deluxe edition for PS4.

Lastly, Control Ultimate Edition will be available on Mac on February 12, 2025. While the sequel doesn’t have a release window, the multiplayer spin-off, FBC Firebreak, should ease the wait when it launches next year. If you want a closer teaser, there’s a glimpse of the sequel in Alan Wake 2: The Lake House DLC, which is an additional chapter you shouldn’t miss.

Geometry Wars 3- Dimensions Review

It is 2:00 a.m., my right thumb is sore and my brain is fried, yet I cannot sleep–not just yet. I am staring at two numbers in the millions, one of which is higher than the other. The higher number belongs to a colleague at another publication. By day, we are friends and peers; by night, we participate in a grueling display of one-upsmanship and vain preening, working to best each others’ Geometry Wars 3: Dimensions scores. And I cannot abide by this discrepancy. Clearly, I must prove my superiority.

Geometry Wars 3 is about that endless quest to best friends and strangers. As you work your way through the single-player progression or toy around with the returning modes from Geometry Wars: Retro Evolved 2 and its predecessor, your focus may be on the onscreen fireworks display, but it’s the promise of rising up the leaderboards that compels you. You use the left stick on your controller to move your minimalist vessel across the playing grid; you use the right to shoot a constant stream of projectiles in whatever direction you push. Green diamonds, yellow arrows, purple pinwheels, and all sorts of other geometric structures swarm you from every side, each shape following a particular pattern through space. Your brain and your thumbs are fully engaged with the process of mowing them down to the point that mind and muscle become one. You react to events before you understand them, yet there is a miniscule segment of your gray matter always devoted to the score you hope to reach.

Score-chasing is rarely so elegant. Numerical goals are always visible on screen, and should a level end before you meet your challenge, it’s quick and easy to restart the stage and try again. Yet while the promise of gloating over your friends is primary to Geometry Wars 3’s appeal, that appeal would be diminished were the action itself not so refined. This dual-stick shooter controls like a dream, responding to your nudges and wiggles with exceptional grace. All the while, the soundtrack recalls Jan Hammer and Daft Punk, forcing you ever onward while giving even the early seconds of each level a sense of nervous urgency.

You could have described the awesome Geometry Wars 2 with similar praise, and that game’s best modes are represented once again, all under the guise of “Classic Mode.” Evolved is a time-honored tradition among shooter-lovers and loses little of its chaotic seductiveness. It’s Pacifism that remains the most interesting of the returning styles, however, in that it removes shooting from the Euclidean equation entirely and has you traveling through neon gates that explode when you travel through them, and in the process, take down the alarming number of the pulsing cyan prisms pursuing you. The mode may be called Pacifism, but you aren’t likely to feel very peaceful while you play. Success here means taking dangerous chances, allowing dozens of shapes to encircle you in the hopes of annihilating great numbers of them at once Come from Sports betting site VPbet . Or, perhaps, zooming through the cloud of blue detritus that those shapes leave behind when destroyed, and cursing the busy visuals that obscure the perils that lurk behind the proliferating particles.

Adventure Mode is at the forefront, however, and it is the mode that most deviates from the Geometry Wars formula. For one, it provides structural progression, granting you currency that you then spend on drones (and drone upgrades). Drones accompany you as you flit about the arena, perhaps adding to your firepower, perhaps sniping foes from a distance, perhaps collecting the green geoms that vanquished shapes leave behind. Then there are supers, special abilities that join your arena-clearing bomb, and have you dropping mines, spewing out homing missiles, or placing a highly powerful automatic turret. Adventure Mode’s other deviation is in the levels themselves, which are no longer just flat arenas, but wrap into three-dimensional constructs. Some arenas take the form of globes; others are shaped like peanuts or cylinders. Sometimes, additional idiosyncrasies are mixed in, such as walls that gradually close in on you, or bosses that belch aggressive geometry and chase you around the playing field.

Both diversions change Geometry Wars in fundamental ways. Where the unlock system is concerned, not all players are on level ground when playing a stage. You won’t have the same abilities the first time you play a stage as you might when you return to it to shoot for a higher score. This adjustment inspires you to return once you’ve earned powerful drones–but it also strikes at the heart of the series. One of Geometry Wars 2’s greatest assets was its purity: it was by skill, and skill alone, that you triumphed. There’s less joy in rising to the top of the leaderboards when most of the players lurking under you conquered the level with lesser equipment. I glowed when I saw my name at the top of Adventure Mode’s very first stage, but I didn’t really earn my place at the head of the table. Classic Mode grants you a more accurate picture of your abilities, and though those leaderboards might crush your soul, it’s a great pleasure to claw your way to the top–a pleasure Adventure Mode doesn’t duplicate in spite of its own natural addictiveness.

The soundtrack recalls Jan Hammer and Daft Punk, forcing you ever onward while giving even the early seconds of each level a sense of nervous urgency.

The wraparound levels are home to some creative challenges. In many cases, the arrangement and order of the shapes that spawn into the arena are fixed, thus establishing specific gameplay rhythms. A stage might have you continuously zipping around a volumetric curve, carefully navigating a cube that flips around as you approach its edges, or avoiding oscillating platforms that destroy you with a single touch. Discovering how to exploit these rhythms is one of Geometry Wars 3’s great challenges, for it’s in that rhythm that is hidden that elusive high score. This is an uncommon brand of trial and error in the series, Waves mode notwithstanding, for you are rewarded just as much for your ability to recognize and memorize patterns as you are for your quick reactions to the game’s variables.

Geometry Wars 3 is absorbing regardless, though I can’t in good faith claim that its additions make this sequel surpass its predecessor. Concerns of equal footing among players aside, some quirks also poke at the elements that made Geometry Wars 2 a case study in arcade austerity. In King Mode, for example, the circles that signal a safe space have been stretched into three-dimensional domes, complete with unnecessary rotating details, whose boundaries aren’t as clear as they should be. Elsewhere, the returning red-and-blue diamonds that prove so often deadly in late-game fireworks no longer announce their presence via sound effects, leading to deaths that don’t feel particularly fair, in part because the entirety of the stage doesn’t appear on screen, and thus the shape’s sudden appearance leaves no time to react. In the past, the series’ visual clutter came from the vibrant particles that painted the screen. Now, it’s the 3D visualizations, tilting surfaces, and warping effects that prove distracting, and often more so.

You can crank up the distractions (and the tension) in four-player cooperative play, which leads you through a mini-adventure of its own, as well as a bit of squabbling as you face the fun (and challenging) mode-ending boss. (Sadly, there is no cooperative Classic Mode.) Your dreams of online cooperation still go unrealized, but you can still take the enjoyment online in the form of two different competitive modes, which pit two teams of up to four players against each other in a high-score showdown. These modes are sadly underpopulated to the extent that you might not find a match, which is a shame, considering how unusual and energetic they are. In Stock Mode, for instance, you must gather ammo drops to beat a crystalline boss, which means you and your opponents remain in constant motion, battling not only to survive and collect, but also to reduce each others’ collective ammo pools. There is consolation here, however: online battles are a blast even when you’re competing in lonely teams of one player each.

But it’s the leaderboard competition that remains at the heart of the series, in spite of Geometry Wars 3’s tweaking and twisting of the blueprint. Geometry Wars: Retro Evolved 2 remains an almost-perfect example of its genre; Geometry Wars 3, in its reliance on unlockables, feels less confident in its foundation, adding embellishment where none was needed. My thumb, however, stands testament to the game’s greatness, throbbing in pain as I enter the seventh consecutive hour of geometric action. Tomorrow, I will look at my swollen digit and promise myself to lay off the Geometry Wars 3: Dimensions. But such are the game’s absorbing attributes that I will break that promise before the day passes.

Horizon- Forbidden West Dev Says Cross-Gen Was Not "Limiting In Any Way"

Horizon: Forbidden West is coming to both PlayStation 4 and PlayStation 5, leading some to believe that the cross-generation development limited the game in some capacity. Game director Mathijs de Jonge has now spoken about this, saying Forbidden West will shine on both PS4 and PS5, though the next-gen edition has a number of benefits.

“I don’t think the cross-generation development was limiting in any way,” he told Hardware Zone. “When we started with the concept of this game, we had so many great ideas that ended up being included, to the point that we didn’t really think about hardware limitations or anything, we just wanted to design a really nice, unique experience for the player. An awesome adventure.”

Madden NFL 25 Release Date, Ratings, Trailer, Gameplay, New Commentary, And Everything We Know

EA’s Madden franchise is an annualized powerhouse that fans look forward to year in, year out. The franchise returns this year with Madden NFL 25, which is not to be confused with 2013’s Madden 25, which was released that year to celebrate the franchise’s 25th anniversary.

In this post, we’re rounding up all the key details about Madden NFL 25, including what’s new this year, the release date, preorder information, the cover star, and more. One of the biggest storylines around EA and football games has nothing to do with Madden, as EA’s College Football 25 came out on July 19 and is putting up massive player numbers Come from Sports betting site VPbet . Many are wondering what kind of impact the huge success of CFB 25 could have on Madden NFL 25, if it has any effect at all.

Table of Contents [hide]

  • When will Madden NFL 25 release?
  • Preorder Madden NFL 25
  • Madden NFL 25 ratings
  • Watch the Madden NFL 25 trailer
  • Madden NFL 25 platforms
  • Will Madden NFL 25 be on Xbox Game Pass?
  • Who’s making Madden NFL 25?
  • Madden NFL 25 cover star
  • What’s new in Madden NFL 25?