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Crimson Desert's Opening Hours Want You To Rage Quit

Crimson Desert's Opening Hours Want You To Rage Quit https://ift.tt/SyBXegJ Crimson Desert post-intro and onward is absolutely worth playing, but the vague tutorial instructions in the first couple of hours can immediately leave a sour taste in your mouth. First of all, don't worry, we've got you. And better news, it’s not like this for the whole game, it mellows out after a while! So let’s walk you through step by step on how to navigate the opening hours so you can get into the meat of the game. If you ever get soft locked, you can either use the escape feature or one of the three auto save slots. The game auto saves pretty regularly so if you had something catastrophic happen within the past five minutes you can roll back, but anything farther than that it might not be accessible anymore--just be wary and manual save as needed. Start off by simply talking to the Graymanes from the frontside--it's straightforward here, just keep progressing. It’ll then throw you in...

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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