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Capcom's Stellar 2026 Lineup Is Already Heavily Discounted On PC, Including Pragmata And Resident Evil Requiem

Capcom's Stellar 2026 Lineup Is Already Heavily Discounted On PC, Including Pragmata And Resident Evil Requiem https://ift.tt/1QuTNPp We're just a third of the way through 2026 and we've already seen a stellar lineup of Capcom releases between Resident Evil Requiem, Pragmata, Monster Hunter Stories 3, and Mega Man Star Force Legacy Collection--and we've still got Onimusha: Way of the Sword on the way later this year, too. If you're looking to catch up on these games--or pick up PC version of the publisher's older releases--you'll want to check out Fanatical's huge Capcom Publisher Sale . The sale inlcudes big discounts on Capcom's PC lineup, including all the aformentioned big releases of 2026 so far. You can grab Pragmata for $49.17 (was $60), Resident Evil Requiem for $57.39 (was $70), Monster Hunter Stories 3 for $57.39 (was $70), and Mega Man Star Force Legacy Collection for $33.19 (was $40). And those are just the discounts on newer games;...

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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