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Nintendo Stock Continues To Dive Following Low Switch 2 Sales Predictions

Nintendo Stock Continues To Dive Following Low Switch 2 Sales Predictions https://ift.tt/lTKY82o Nintendo's share price dropped almost 8% on Monday as investors respond to the company's overly pessimistic outlook for the Switch 2's second year of sales. The slump took Nintendo's share price to its lowest point in almost two years, after the company admitted it was feeling the squeeze from memory shortages and other market pressures. On sales numbers alone the Switch 2 looks like a runaway success, but Nintendo isn't confident that the console can maintain its momentum, especially with a price hike on the way . In its earnings release, Nintendo said that hardware shortages and the strong first-year sales would result in Switch 2 sales declining in its second year--which would be unusual as consoles are generally expected to gain momentum in their second year on the market. As Nintendo stock continues its downward slide, Sony is up 10% following an earnings release ...

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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