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Why These Two Very Different Games Are Getting Rave Reviews And Attention Right Now

Why These Two Very Different Games Are Getting Rave Reviews And Attention Right Now https://ift.tt/HUuE025 In case you missed it, Mixtape and Subnautica 2 are picking up strong momentum, each capturing attention for different reasons and contributing to a broader wave of conversation across the gaming landscape. Both are available on XBOX Game Pass Ultimate , with Subnautica 2 currently in Game Preview. Mixtape has emerged as one of the standout indie releases of the moment. From Beethoven & Dinosaur, the studio behind The Artful Escape , it follows three friends on their final night together through a sequence of playable memories. The game moves between narrative vignettes built around defining moments of adolescence — late-night skate sessions, first kisses and final goodbyes — all tied together by a soundtrack featuring DEVO, Joy Division, The Smashing Pumpkins and more. Each segment introduces a new gameplay idea while maintaining a consistent tone. Critica...

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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