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17 Outstanding Modern And Classic Turn-Based RPGs

17 Outstanding Modern And Classic Turn-Based RPGs https://ift.tt/14gnkcK We thought the age of turn-based RPGs was over after the genre lost some of its luster during the more action-oriented Xbox 360 era. But something funny happened: turn-based RPGs suddenly became cool again. The evidence is clear as day. Baldur's Gate 3 is one of the most popular games of the decade, and Clair Obscur: Expedition 33 was one the best reviewed new games of 2025 with a 92 on Metacritic and won Game of the Year at The Game Awards. Turn-based is all the way back, and it's never been better. As we continue to move through this new turn-based renaissance, it's worth spending a moment to take inventory of some of the best turn-based RPGs that are available right now. Some are very new, and some are very much not new, but all of them are obtainable and playable in the present, and are pretty much guaranteed to hit the spot for any gamer with a hankering for a more cerebral style of battle. So l...

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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