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GTA 6 Is Going To Be Huge. So Why Is Take-Two’s Stock Having Such A Bad Year?

GTA 6 Is Going To Be Huge. So Why Is Take-Two’s Stock Having Such A Bad Year? https://ift.tt/WumgPLN Take-Two owns one of the largest entertainment franchises out there in Grand Theft Auto. The newest entry, GTA 6, launches this November. There is enormous hype for the new game, which is expected to sell millions of copies at launch and break records. In short, it's expected to be a once-in-a-decade (if not ever) kind of title. The game is also coming to market with a lot of positive sentiment and excitement. If you're a Take-Two shareholder, however, the past year has been a big bummer. Take-Two's share price has slid about 15% so far this year and is down about the same over the past year, meaning anyone who invested in the past year has lost money (at least on paper; gains or losses are not realized until positions are sold) in the run-up to GTA 6's release in November.  What's going on here? There are plenty of factors involved in what could be driving Take...

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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