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Assassin's Creed TV Show: Here's Who Will Star In And Direct

Assassin's Creed TV Show: Here's Who Will Star In And Direct https://ift.tt/jULr4E9 Netflix and Ubisoft are making an Assassin's Creed TV series, and the cast is coming together ahead of the start of production in 2026. The director for the series has also been announced. So far, nine cast members for the Assassin's Creed TV show have been confirmed, but as of yet, no roles have been announced. For now, here's who we know will appear on the show: Toby Wallace Zachary Hart Lola Petticrew Laura Marcus Tanzyn Crawford Noomi Rapace Ramzy Bedia Sean Harris Corrado Invernizzi Claes Bang Nabhaan Rizwan Wallace is known for his roles in the movies The Bikeriders and Babyteeth, while Hart is perhaps best known for the Apple TV show Slow Horses. Petticrew, meanwhile, starred on the TV series Say Nothing. Marcus previously appeared in Death by Lightning and will be in this year's year's Hunger Games movie, Sunrise on the Reaping. Crawford is in the new G...

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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