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The Game Awards 2025: All The Biggest Announcements

The Game Awards 2025: All The Biggest Announcements https://ift.tt/olVfcXR Awards, announcements, and more It's December, and for the gaming industry, that can only mean one thing: The Game Awards is bringing new trailers and announcements for upcoming games. Multiple games and updates were teased in the lead-up to the event, including a new Tomb Raider adventure, a fresh look at the space opera RPG Exodus, and new updates for Resident Evil Requiem, Lego Batman, and Saros, among others. The recap below will be updated live throughout the show with everything revealed at The Game Awards this year. You can also follow along with our running list of all the winners at The Game Awards . The Free Shepherd Burlington, Vermont based Frame Interactive Studios kicked off the show with The Free Shepherd, a game about herding sheep. Decrepit Decrepit is a new dark fantasy game that mixes soulslike combat with old-school dungeon crawling. Audio Mech Audio Mech is a neon-tinged ...

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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