Accéder au contenu principal

Sélection

Surprise: God Of War Laufey Has A Release Date, And Its Kratos-Led Sequel Has Been Announced

Surprise: God Of War Laufey Has A Release Date, And Its Kratos-Led Sequel Has Been Announced https://ift.tt/wLtJMzY The God of War Laufey release date has been announced and, much like we anticipated, you won't have to wait too long before you can play Faye's story. At San Diego Comic-Con 2026, Sony Santa Monica Studios officially announced that the God of War Laufey release date will be 16 February, 2027 . https://twitter.com/SonySantaMonica/status/2080831512820519253 Game director Cory Barlog also announced that the game will ship with physical discs. That announcement comes just weeks after Sony announced that it would be halting the production of physical discs entirely from 2028. The release date announcement wasn't the only surprise, as Barlog also confirmed that the next God of War game will put players back in the boots of Kratos. According to IGN , he said, "Everything we are doing in the Faye game is a continuation of what came before 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

Commentaires