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The Hobbit &The Lord of the Rings 25th Anniversary Movie Tie-In Books Are Up For Preorder

The Hobbit &The Lord of the Rings 25th Anniversary Movie Tie-In Books Are Up For Preorder https://ift.tt/VcSljLz The Hobbit and The Lord of the Rings Boxed Set 25th Anniversary Box Set $80 | Releases March 24 Preorder at Amazon The Lord of the Rings: The Fellowship of the Ring 25th Anniversary Movie Tie-in $20 | Releases March 24 Preorder at Amazon The Lord of the Rings: The Two Towers 25th Anniversary Movie Tie-in $20 | Releases March 24 Preorder at Amazon The Lord of the Rings: The Return of the King 25th Anniversary Movie Tie-in $20 | Releases March 24 Preorder at Amazon It's hard to believe, but Peter Jackson's The Lord of the Rings film trilogy is now a quarter of a century old--and to coincide with the momentous occasion, a new 25th anniversary box set of The Hobbit and The Lord of the Rings books is launching this year. The movie tie-in collection features new paperback printings of each book, all with new covers and spine art...

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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