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Diablo 4: Lord Of Hatred Puts Badass Amazons Front And Center

Diablo 4: Lord Of Hatred Puts Badass Amazons Front And Center https://ift.tt/aKfo9Ay Diablo 4's next expansion, Lord of Hatred, is more than just another chapter in the Diablo universe. Since its release in back in 2023, Diablo 4 has told a singular story referred to as The Hatred Saga; as its events have unfolded, we've found our character, The Wanderer, at the center of a battle between Heaven, Hell, Sanctuary, and one extremely messy family. However, all of that is about to come to a close, as Lord of Hatred sees us reunite with the game's former antagonist, Lilith, in an epic showdown against Mephisto that will both explore Sanctuary's past and settle its future. Ahead of Lord of Hatred's April 28 release date, developer Blizzard showcased the expansion--and its upcoming Warlock class--in a Spotlight presentation. Prior to the showcase, GameSpot had the opportunity to sit down with Diablo 4's associate game director Zaven Haroutunian and art director Nick...

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."

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