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The Mojave Wasteland Is Broken Beyond Repair In Fallout Season 2 Episode 3

The Mojave Wasteland Is Broken Beyond Repair In Fallout Season 2 Episode 3 https://ift.tt/FCsXzjt Spoilers for this week's episode of Fallout to follow. This week’s Fallout episode gave audiences a look into the status quo of the factions fighting for control of the Mojave Wasteland. While gamers might have an idea of where they ended up after finishing Fallout: New Vegas, it seems that a lot has changed in the wasteland in the 15 years since. While the meter didn’t move too much on individual stories, it was great to see what some of these fan favorite factions are currently up to. The episode opens up in a bottling plant for the infamous Sunset Sarsaparilla, the Mojave’s favorite drink. The plant is being operated under the watchful eye of none other than former Brotherhood of Steel Squire Thaddeus (Johnny Pemberton), who’s taking on a far more ghoulish look than when we last saw him. After consoling a young girl who was bullied, he reminds the children to get back to work and...

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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