Accéder au contenu principal

Sélection

You Have Some Homework To Do To Make The Most Of Star Wars Zero Company

You Have Some Homework To Do To Make The Most Of Star Wars Zero Company https://ift.tt/NmzkMQw Star Wars Zero Company takes place right at the end of The Clone Wars, my favorite period in Star Wars' huge timeline. That conflict begins with the Battle of Geonosis in Attack of the Clones and concludes with the deaths of the Separatist leaders in Revenge of the Sith, but a vast majority of the galaxy-spanning war is covered in the seven seasons of Star Wars: The Clone Wars. As such, Zero Company makes several references to the earlier seasons of the TV show that debuted in 2008. The biggest one, of what I've seen of the game so far anyway, comes right at the start of the story: Protagonist Hawks was made the scapegoat for a battle that went very wrong while working under General Pong Krell. And, man, that name does a tremendous amount of narrative heavy lifting in characterizing Hawks. With one name, Bit Reactor basically gave me all the proof I needed that Hawks had not onl...

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