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Everything Announced For Dead By Daylight During Its 10th Anniversary Stream

Everything Announced For Dead By Daylight During Its 10th Anniversary Stream https://ift.tt/0MVzw5O Dead by Daylight turns 10 years old today, and for its anniversary, the team at Behaviour Interactive has announced a ton of things coming to the game, both in the short and long term. We've rounded up all of those announcements in one place in case you missed the stream, and you can find that stream below, too. Combined with those announcements are additional insights from my recent interview with the team ahead of the anniversary showcase. Here's everything DBD fans need to know about what's coming to the game. In This Article New killers: Jason Voorhees, Art the Clown, and Frank Stone New survivor: Shane Wiigwaas New map: mall New collabs and cosmetics New game modes Revamped onboarding and visuals Dead by Daylight movie New killers: Jason Voorhees, Art the Clow...

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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