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I Gave Up My The Witcher 3 Run To Play Dressmaker, And My Life Is Better For It

I Gave Up My The Witcher 3 Run To Play Dressmaker, And My Life Is Better For It https://ift.tt/fMtrSBQ If you walked into my room at any time (please don’t), chances are you’ll find me playing more adult games. No, not talking about those—I mean specifically Call of Duty, Grand Theft Auto VI, Cyberpunk 2077, or The Blood of Dawnwalker. Perhaps I’ll be enjoying Kingdom Hearts or a dash of Pokémon, but in reality, most of the time it’ll be more mature experiences. However, I’ve recently stopped my first proper The Witcher 3 playthrough almost instantly in favor of Dressmaker. And you could join me too, thanks to a tasty discount. Nothing satisfies me more than a well-placed slice that cuts down a monster or taking on side quests to uncover a story off the beaten path. However, I’ve found that I’m equally satisfied by a little bit of hard work. Dressmaker isn’t just about making dresses—it’s about each decision impacting the final product, working toward your client’s requests in a ...

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think https://ift.tt/msQrjzL

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn't as much of a development shortcut as you might think. In a GDC talk on ToTK's physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW's two core concepts: the "vast and seamless Hyrule," and "multiplicative gameplay"--where physics systems create novel solutions in-game even where those solutions weren't explicitly designed for.

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming "it broke!" or "it went flying!" to which he would say "I know--we'll deal with it later. Just focus on getting the gameplay together and trying it out."

Continue Reading at GameSpot

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