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UFC 6 Is Now Up For Preorder On PS5 And Xbox Series X|S

UFC 6 Is Now Up For Preorder On PS5 And Xbox Series X|S https://ift.tt/RDFj5hp UFC 6 (PS5) $70 | Releases June 19 Preorder at Amazon Preorder at Best Buy Preorder at GameStop UFC 6 (Xbox Series X) $70 | Releases June 19 Preorder at Amazon Preorder at Best Buy Preorder at GameStop EA and Frostbite's UFC 6 is set to launch for PlayStation 5 and Xbox Series X|S on June 19, and you can preorder your copy now. $70 physical editions are available for PS5 and Xbox Series X , or if you prefer digital games instead, you can preorder the digital standard and Ultimate Editions on all platforms. All preorders include a bundle of in-game fighter skins as a bonus, and those who grab the Ultimate Edition will also get plenty of exclusive DLC and early access to the full game. Let's go over all the UFC 6 preorder information, including full breakdowns of each edition, preorder bonuses, and where to buy. UFC 6 Preorder Bonuses All UFC 6 preorders include a digital...

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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