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God Of War Laufey’s Director Talks Fan Skepticism, New Ideas, And Phranque The Cube

God Of War Laufey’s Director Talks Fan Skepticism, New Ideas, And Phranque The Cube https://ift.tt/31ZjLzq The showstopper at PlayStation's State of Play was a new entry in the God of War franchise. However, instead of introducing Kratos's newest adventure, Santa Monica Studio revealed God of War Laufey, which, as indicated by the title, shifts its focus to Faye, a hero and warrior in her own right, to tell a tale that runs parallel to the events of the 2018 God of War reboot. Somewhat expectedly, there has been everything from excitement to anger at the new direction. But to Santa Monica Studio, Laufey has long represented an exciting way to branch out, and to tell new and different stories that enrich the God of War we know. We spoke to the game's director, Ariel Lawrence, about the announcement of the game, the response, and what the studio hopes to achieve with its latest game.  GameSpot: God of War's identity has changed so many times and Laufey is probab...

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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