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Classic Edutainment Series Freddi Fish Getting A Remastered Collection On Console

Classic Edutainment Series Freddi Fish Getting A Remastered Collection On Console https://ift.tt/bsGWrd1 Freddi Fish Collection $50 | Releases April 17 Preorder at Amazon As far as children's video games are concerned, few are as iconic as Freddi Fish. First launched in 1994, the point-and-click adventure game challenges players to solve puzzles and mysteries, featuring a colorful cast of characters and charming animations. The games were incredibly popular when they first hit the market, and you (and your kids) can relive the glory days with the upcoming Freddi Fish Collection . Currently available on most digital storefronts, the Freddi Fish Collection is getting a physical Switch and PS5 release on April 17. Freddi Fish Collection $50 | Releases April 17 Freddi and friends went on five adventures between 1994 and 2001, and this bundle pulls them all together into a single collection. Here's a look at what you'll find: Freddi Fish: The Case of th...

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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