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Win 19 Castlevania Games And Two DLCs In This Fangtastic Giveaway

Win 19 Castlevania Games And Two DLCs In This Fangtastic Giveaway https://ift.tt/votiQl2 As someone who has been enjoying the monster-infested streets of Paris (said in a French accent), Castlevania: Belmont’s Curse has made me fall in love with the decades-old series once again. Of course, many of these games were released before I was even born, and chances are, that’s the case for you, too--but don’t worry! You can catch up with this excellent giveaway for a chance to win 19 Castlevania games, two DLCs for the brilliant Lords of Shadow, and a book to boot. Try fitting that in a coffin. While Belmont’s Curse is the most recent entry, the Castlevania series is full of bangers. The original games are retro goodness, seeing you deal with an onslaught of monsters in frustratingly fun ways. Sure, they have some annoying elements--looking near you, Medusa Heads. Not at you; you can’t fool me. But that’s part of the charm, and the earliest entries are a great way to see how far the se...

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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