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With Doomsday Approaching, Grab A Cheap Marvel Tokon: Fighting Souls Steam Key With This Preorder Deal

With Doomsday Approaching, Grab A Cheap Marvel Tokon: Fighting Souls Steam Key With This Preorder Deal https://ift.tt/9erJviC Marvel Tokon: Fighting Souls is exactly what I want from a superhero fighting game . I want it to be energetic. I want it to be packed with familiar faces and lesser-known characters. Most importantly, I want it to be developed by Arc System Works, the developer behind Guilty Gear and Dragon Ball FighterZ. My dream is finally coming true, and with Doomsday right around the corner, it’s arriving at the perfect time - and at the perfect price. There’s nothing like learning new combos and going from being pretty bad to kinda bad in the best fighting games. It’s become a routine of mine: buy one, play it until I can win a match one time out of 10, then feel proud of myself. I may not be good, but at least I’m finally getting it. When Marvel Tokon was first revealed, I could feel my childhood excitement return, and now I’m waiting with my hands in a fighting ga...

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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