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Dungeons & Dragons: Honor Among Thieves Steelbook Blu-Ray Launches Soon

Dungeons & Dragons: Honor Among Thieves Steelbook Blu-Ray Launches Soon https://ift.tt/5aPMxDQ Dungeons & Dragons: Honor Among Thieves Steelbook Edition (4K) $37 | Releases January 20, 2026 Preorder at Amazon Dungeons & Dragons: Honor Among Thieves (4K Blu-ray) $15 See at Amazon Dungeons & Dragons: Honor Among Thieves is easily the best film adaptation of the legendary tabletop game franchise to date, and if you're looking to add it to your Blu-ray collection, you can grab a new 4K steelbook Blu-ray version on January 20, 2026. This is a reprint of the 2023 release of Dungeons & Dragons: Honor Among Thieves on 4K Blu-ray--but unlike that older version, the digital streaming key included in the new 4K Steelbook edition will still be valid. Preorders are available for $37 at Amazon. Dungeons & Dragons: Honor Among Thieves Steelbook Edition (4K) $37 | Releases January 20, 2026 The Dungeons & Dragons: Honor Among Thieves Steel...

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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