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GTA 6 Will Be Available On As A Physical Release On Day One, Take-Two Confirms

GTA 6 Will Be Available On As A Physical Release On Day One, Take-Two Confirms https://ift.tt/M5eNOgH Grand Theft Auto VI is coming this year after a long wait, and as it gets closer, rumors have begun to pop up about its launch. One rumor that has gained considerable traction is that the game would launch as a digital-only title , with a physical release coming at some point after release. The logic behind the rumor was that a physical release of the game could lead to early leaks ahead of the game's launch, and that publisher Take-Two might be willing to go to great lengths to avoid this. As it turns out, though, this is not the plan. Talking to Variety following an earnings call, Take-Two Interactive CEO Strauss Zelnick has confirmed that the publisher does not intend to delay the game's physical release. When asked directly about the rumor that the game will not be available physically on launch day to avoid potential leaks, Zelnick gave a straightforward response: ...

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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