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Fortnite Showdown: Where To Find Every Chaos Cube Available So Far

Fortnite Showdown: Where To Find Every Chaos Cube Available So Far https://ift.tt/yNdQPSM Years ago, Epic frequently filled the Fortnite island with collectibles that players could find for XP, but they didn't do much of that the past few chapters. But the collectibles have returned in a big way in Chapter 7 Season 2 , with the dozens of Chaos Cubes that are scattered all over the island. There are currently 45 cubes available to discover in Fortnite's main Battle Royale mode, with 25 more planned to pop up at various points over the course of the season. This is probably related to the battle between the Ice King and the Foundation somehow, and there's a good chance the Last Reality, with its alien invaders and chrome monsters and army of cubes, is involved somehow. Collecting these cubes isn't just a purely for-fun side activity, as collecting a cube awards 4,000 XP, collecting all five cubes in a region awards 40,000 XP, and collecting all 70 on the entire map (w...

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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