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PGA Tour 2K25 Celebrates America’s Birthday With Nightmare Statue Of Liberty Skin

PGA Tour 2K25 Celebrates America’s Birthday With Nightmare Statue Of Liberty Skin https://ift.tt/VwTYLgt It's a momentous milestone for the US this weekend, as it marks the 250th anniversary of the signing of the Declaration of Independence. Various events are planned for the July 4 weekend, and if you're a PGA Tour 2K25 player, you can also join in on the fun--with some pure nightmare fuel. 2K Games has unveiled a new cosmetic skin for the game, designed to add some extra liberty during each tour of the greens. It's also a weaponized distraction, as you can only imagine how nerve-wracking it would be, trying to putt your way to victory while your competition stares at you while wearing this : https://twitter.com/PGATOUR2K/status/2072393772151754906 Yikes! While the skin might make your golfer look like the Statue of Liberty if they were a guest character in Dead by Daylight, it's actually designed to resemble the neoclassical sculpture. The outfit certai...

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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