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GTA 6 Extended Look: How To Watch, What To Expect, And More

GTA 6 Extended Look: How To Watch, What To Expect, And More https://ift.tt/YZqBX3T The countdown to Grand Theft Auto 6 is winding down, and ahead of its launch in November, developer Rockstar Games has a new look at the game on the way. But unlike other trailers or developer previews, this one won't be dropping on YouTube first, as Netflix has an exclusive on it for several hours. If you're planning to watch--and you have a Netflix subscription--here's everything you need to know about the upcoming GTA 6 preview. When to watch on Netflix Grand Theft Auto 6: An Extended Look will premiere on Netflix at the following times on August 27: 3 PM ET 12 PM PT 8 PM BST 9 PM CEST 10 PM SAST 12 AM GST (August 28) 5 AM JST (August 28) 7 AM AEST (August 28) When to watch on YouTube Following its six hours of Netflix exclusivity, the GTA preview will be available to watch on YouTube and the official GTA 6 website. 9 PM ET ...

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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