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Kingdom Hearts Has Invaded Fortnite, And There’s A Lot To Collect

Kingdom Hearts Has Invaded Fortnite, And There’s A Lot To Collect https://ift.tt/kO4AFQ7 Kingdom Hearts has officially landed in Fortnite , and as expected, the update has brought plenty of cosmetics and weapons to the game. The content includes the Kingdom Key, a weapon Epic says can be used to clobber opponents and call down a shocking bolt of lightning when you need to clear the battlefield. If you're running low on health and shields, you can also grab a Sea Salt Ice Cream to top them up for the battles that lie ahead. But once you're underneath the heart-shaped moon on the ol' Fortnite island? That's when you can start using Kingdom Hearts Overrides to your advantage. Players can activate a Recovery Override to gain healing orbs whenever they eliminate another player equipped with a weapon, while the Level Up Override will spawn a Mythic Kingdom Key for each squad member at their current location. Players can also take part in th...

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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