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Microsoft’s 25th Anniversary Xbox Series X Could Be Its Most Expensive Console Yet

Microsoft’s 25th Anniversary Xbox Series X Could Be Its Most Expensive Console Yet https://ift.tt/wIuol6Z It's the 25th anniversary of Xbox this year, and to celebrate, Microsoft is releasing a limited-edition version of the Xbox Series X that is reportedly very expensive. Announced earlier this year, the new model could cost as much as $900, and a new leak claims that it'll be released on November 27. At the time of writing, that means you'd need to save up a little over $9 a day to afford this console. Would you pay extra for a limited-edition Xbox Series X? According to the usually reliable Dealabs , this version of the Xbox Series X will cost $100 more than the current Xbox Series X, which features a "carbon black" design. That's also the same price as a PlayStation 5 Pro , following its price increase earlier this year. While it's not as powerful as Sony's beefier machine, it does include a disc drive. It's also worth noting that thi...

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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