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The Best Star Wars Games Of All Time

The Best Star Wars Games Of All Time https://ift.tt/2V7x0Xj Star Wars is composed of dozens of different stories, many of which have been told outside of the mainline movies. One of the most prominent sources since the franchise's creation has been video games, with studios reimagining Star Wars' existing stories and characters or creating new ones across dozens of gaming genres, including racing games, shooters, flight simulators, and role-playing games. And the addition of new stories in the Star Wars universe hasn't slowed down. In the next few years we're expecting entries across a diverse range of genres, including the racing game Star Wars: Galactic Racer, the turn-based-tactics game Star Wars: Zero Company, and the narrative adventure Star Wars Eclipse. In addition to video games, lots of tabletop games, board games, and card games have let players craft their own adventures in the Star Wars universe. For the purposes of this list, we've primarily focused...

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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