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Why Cheap Retro Handhelds Make More Sense Than Ever In 2026

Why Cheap Retro Handhelds Make More Sense Than Ever In 2026 https://ift.tt/Zs1YyCz Gaming has never been more expensive. We’re here to investigate why, and help you play more while spending less. Welcome to GameSpot Cheap Week . It's no secret that starting a gaming hobby is more expensive than ever before , with console price increases, select games retailing for $80, and accessories making the barrier to entry even harder to crack. But you can still have a great time and not have to worry about emptying your life savings, as various manufacturers have begun to address the demand for cheap gaming. Right now, you can pick up surprisingly powerful handhelds to play your games on, with some of the popular options being AyaNeo's line of portable devices, the budget-friendly Anbernic RG Nano, and the Troid Pocket, just to name a few. For GameSpot's Cheap Week, senior video producer Jean-Luc Seipke took a look at the Anbernic R35XXSP . Right out of the box, this little...

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."

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