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GOG's Classic Final Fantasy Sale Includes Fan Faves And Underrated Gems

GOG's Classic Final Fantasy Sale Includes Fan Faves And Underrated Gems https://ift.tt/Us0PGVS If you’ve been meaning to revisit some of your favorite Final Fantasy games, GOG has a new sale you should check out. The online retailer is discounting several PC versions of some fan-favorite entries in the series by as much as 60%, and you can grab all five for $34. Not to mention, because they’re GOG releases, they’re DRM-free. See all deals at GOG The PlayStation Era Final Fantasy games are well represented in this sale, including the original version of Final Fantasy VII , for those who just want to fully sink into one of the best games ever made. Join Cloud, Tifa, Barrett, and the rest of the AVALANCHE crew as they try to stop Sephiroth from crashing out so hard that he summons the devil, who is also a rock from space. For an extra dose of nostalgia, hook up a CRT to your PC and play it the way we played it back in 1997. A less well-known entry that’s included in this sale is t...

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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