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The Biggest New Game Releases Of August 2026

The Biggest New Game Releases Of August 2026 https://ift.tt/riZaopm We're firmly in the second half of the year, and ahead of a massive September with several high-profile releases, August is shaping up to be a noteworthy opening act. Between a Marvel fighting game that's aiming to push the tag-fighter concept to new levels, a return to a galaxy far (far!) away for some tactical sci-fi strategy, and the unhinged chaos of Australian Rules Football, there's plenty on the horizon that'll be eating into any free time you've been trying to save up. Don't believe us? Then check out our list of the biggest games arriving in August on PC and console, and don't forget to check out our list of all the upcoming games in 2026 . ReStory https://youtu.be/uJl20DGhjfw Release date: August 6 Platforms: PC One of the best demos of the June Steam Next Fest was ReStory, a wholesome game about running a little electronics repair shop. Not just a fun ...

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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