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GTA 6 Early Access Is Not Real, But The Scam Sites Are

GTA 6 Early Access Is Not Real, But The Scam Sites Are https://ift.tt/hIWp4LY With GTA 6 only a few months away and shaping up to be the biggest entertainment launch of the year, scam websites aren't wasting any time attempting to fleece people of their cash. Building on the game's hype and the eagerness of some people to play it early, some sites are offering "VIP" access to GTA 6 ahead of launch, all for the low price of several hundred dollars. The only part of GTA 6 that will be available early is the option to preload it, which might account for some of the confusion around its launch time. This is a scam, as Rockstar Games has no early access promotion for GTA 6 in place. Unlike games such as Control Resonant or Gears of War: E-Day , neither of GTA 6's editions offers such an option to play early, and any site offering such a deal is looking to pull a fast one. The biggest red flag with these sites, which dress themselves up in the same neon-soaked ae...

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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