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How To Solve Eight Realms In Eight Months In Blue Prince

How To Solve Eight Realms In Eight Months In Blue Prince https://ift.tt/aEXChcN Are you ready to solve Eight Realms in Eight Months in Blue Prince ? You're going to stumble upon this puzzle a few hours into your playthrough. However, you won't have all the information to make heads or tails of what you actually need to do. Thankfully, our guide here has all the details. Just watch out because we're going to include a few spoilers as well. How to solve Eight Realms in Eight Months in Blue Prince - Room 46 Map Puzzle guide Eight Realms in Eight Months is quite a doozy of a puzzle. It involves doing the following: Revisit Room 46 after clearing the campaign once. Look behind the chair on the desk to see a map with pins. This is the Eight Realms in Eight Months Puzzle. It's a map with several continents and regions, and there are eight pins that you can place. Some partial clues can be found in other parts of the estate: The History of Orindia - This book can be pu...

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."

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