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Here’s Why Fortnite Sucks This Season

Here’s Why Fortnite Sucks This Season https://ift.tt/0m7AdPO There's way too much going on in Fortnite's core Battle Royale mode in Chapter 7 Season 4. With sprites giving everybody a bonus ability, and Overrides fundamentally changing the way the game works in the middle of matches, we've got kind of a large pile of gimmicks that show up in matches at random, if they show up at all. It's made for a disorienting and inconsistent experience that's difficult to strategize for, because there's no real status quo to get used to. It's a big mess, and it seems to be affecting player numbers in a big way, both for the core Battle Royale mode and Fortnite as a whole. The thing about battle royale as a genre is that it's already, by its nature, varied enough from match to match. Loot is random, and the other players are random, and so there's always plenty of variety even if you drop in the same spot every single time. This has been one of the key sellin...

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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