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Xbox Explains What Makes A Game An Xbox Exclusive

Xbox Explains What Makes A Game An Xbox Exclusive https://ift.tt/sm0uLIE Amidst mass layoffs and increasing hardware prices , one of the other side effects of the Xbox "reset" is a renewed focus on console exclusives. While we know that Gears of War: E-Day and Clockwork Revolution will only be available on Xbox Series X|S and PC, they won't be the only two exclusives landing on those platforms. "I can assure you, Gears of War: E-Day and Clockwork Revolution are not the only titles we're planning," chief strategy officer Matthew Ball said to GamesRadar . "To grow a platform like ours, you have to have exclusive games and services. These are not going to be the only two titles. To return our platform to consistent growth, we need a reliable pipeline of exclusive games. Gears of War: E-Day and Clockwork Revolution are just the first." While Xbox has its eye on drawing more people to its platforms through the power of exclusives--it is aimi...

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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