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Fanatical's Story Rich Adventures Bundle Includes 17 Killer Narrative-Driven Games

Fanatical's Story Rich Adventures Bundle Includes 17 Killer Narrative-Driven Games https://ift.tt/1DSbYJ7 Light on combat, heavy on story, adventure games are such an underrated delight. Fanatical’s Story Rich Adventures Bundle is a celebration of the genre. It includes 17 games, and, like all Fanatical Build Your Own Bundles, the more you add to your cart, the deeper your discount. Pricing starts at three games for $1.65 per key ($4.95 total), but if you add five or more games you'll pay just $1.60 per key, and at seven or more titles, the price per game drops to $1.45. If you add all 17 games to your bundle, you'll pay just $24.65--which is a massive discount compared to the full bundle's $340.78 value. See at Fanatical As for the games on offer, two of the marquee options are Heavy Rain and Beyond Two Souls--which are available as a double pack, meaning you get both games for just one slot in the bundle. These cinematic adventures are polarizing to say the least, ...

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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