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Fill Out Your Steam Deck Library With This New PC Gaming Bundle

Fill Out Your Steam Deck Library With This New PC Gaming Bundle https://ift.tt/MX0PLas Fanatical is back at it again with a new week-long Bundlefest event , where each day brings a new bundle of discounted PC games to check out. The event runs Monday, February 23, through Friday, February 27, and so far, two new bundles have dropped. The event kicked off with a new version of Fanatical's Killer Bundle --which offers up to 21 items for just $0.96 per key--and today's deal is the February 2026 edition of the Play On The Go Elite Collection , which lets you pick from up to 18 games for as low as $7 each. You'll find full details for both bundles below. The next Bundlefest bundle drops tomorrow, Wednesday, February 25, so be sure to return here to see the next promotion. Bundlefest February 2026 At A Glance See All Fanatical Bundle Deals Monday, February 23: Build Your Own Killer Bundle (Bundlefest February 2026) Tuesday, February 24: Build Your Own Play on the Go Elit...

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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