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Assassin’s Creed Creator Reveals New Witch Game, Coming Before AC’s Witch-Focused Game

Assassin’s Creed Creator Reveals New Witch Game, Coming Before AC’s Witch-Focused Game https://ift.tt/OwPHvp4 Patrice Desilet, the creator of Assassin's Creed, has announced 1666 Amsterdam at Summer Game Fest . It's his first game in seven years. 1666 Amsterdam is a third-person, dark, story-led action-adventure where you play as Noa the Collector, who has the power of witchcraft to investigate demonic entities during the day before facing them at night. https://www.youtube.com/watch?v=6nUzNiiCi2Q Interestingly, this means the Assassin's Creed creator has a witch game going head-to-head with Assassin's Creed Hexe, also a witch-focused game. While there is currently no release window confirmed for 1666 Amsterdam, you will get to play it before Ubisoft's upcoming title, as Panache Digital Games has also dropped a prologue demo of the game on Steam and Epic Games Store , which offers around 30 minutes of gameplay. The studio's last game was 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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