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Here Are The Highest-Grossing Resident Evil Movies Ever, And The New One Is Now No. 1

Here Are The Highest-Grossing Resident Evil Movies Ever, And The New One Is Now No. 1 https://ift.tt/DA9kmpa Zach Cregger's Resident Evil movie got solid reviews and is making a lot of money at the box office, but where does it rank on the list of highest-grossing Resident Evil movies? Following its debut in China, it's now No. 1 overall with more than $399 million globally. Director Paul W.S. Anderson made six previous Resident Evil movies, starring his wife, Milla Jovovich, and 2016's The Final Chapter previously ranked No. 1 in terms of money at the box office. Anderson's movies did not fare very well with critics, but had dedicated fans who kept going to see them. Together, Anderson's six movies made more than $1 billion. Cregger's Resident Evil movie now ranks No. 1 with more than $399 million worldwide. It's also Cregger's highest-grossing movie ever, surpassing Weapons ($270 million). Below you can see a rundown of the highest-grossi...

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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