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Sony’s No More Discs Debacle Was Inevitable, But The Worst Is Yet To Come

Sony’s No More Discs Debacle Was Inevitable, But The Worst Is Yet To Come https://ift.tt/fTs6SzZ Well, it finally happened. Sony has announced that PlayStation disc production will come to an end by 2028, which subsequently creates the implication that the future PS6 console will be digital-only .  Naturally, a lot of folks are upset by this, and I'm certainly among them. But I can't really say I'm surprised. I'm a PlayStation girl through and through, but years after buying the console at launch, I still only own a few physical PlayStation 5 discs. The vast majority of my PS5 collection is digital, largely because I'm too impatient to wait for a copy to arrive in the mail, or trek out to GameStop to buy one. And I'm clearly not the only one in this boat--Sony stated that the transition to digital-only games is a result of changing market trends. Essentially, Sony sells way more digital copies than physical ones, and third-party publishers also benefit mor...

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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