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Fortnite Chapter 7 Season 3: Leaks, Skins, And Everything We Know So Far

Fortnite Chapter 7 Season 3: Leaks, Skins, And Everything We Know So Far https://ift.tt/CTX3vJY Fortnite Chapter 7 Season 3 is just days away now, and the hype cycle is underway. The surprising lack of leaks about what’s coming up meant we had to wait for Epic Games to reveal things on its own timetable. Fortunately, we're no longer waiting, because Epic has already revealed some big things--for example, the entire battle pass lineup. Let’s dive into what we know so far about Fortnite Chapter 7 Season 3: Runners. Fortnite Chapter 7 Season 3 start date Fortnite Chapter 7 Season 3 will begin on Saturday, June 6 , likely very early in the morning, US time. We never know the exact timing with these things, but Fortnite will go offline for maintenance on Friday night after the season-ending live event, and then Season 3 will launch several hours later. Season finale event “Did you say there’s a live event ahead?” Indeed, I did! The event, dubbed Shattered, will inv...

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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