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Everything To Know About NTE

Everything To Know About NTE https://ift.tt/YBcWNpg Ever since Persona transformed the RPG into a wonderfully voyeuristic Japanese tourism simulator, I’ve had an appetite for games that let me experience living on the other side of the planet. Whether it’s roaming the streets of Osaka in Yakuza or trudging across the dung-filled fields of Kingdom Come: Deliverance’s medieval Bohemia, there’s something satisfying about picking up a controller and being given a window into someone else’s life. Yet since Persona offers a disappointingly linear Tokyo to traverse, I’ve been left pining to get lost in a truly sprawling virtual metropolis. Thankfully, it turns out my oddly specific prayers have been answered. Welcome to the slick and exciting new anime open-world RPG from Hotta Studio, NTE. Hot-ta Go Developed by the creators of the 2021 hit, Tower of Fantasy, NTE is a fully open-world anime brawler made using Unreal Engine 5. Putting players into the near-future city of Hethereau, anime-...

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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