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Final Fantasy Resonance Has More Going For It Than Just Its Impressive Cast

Final Fantasy Resonance Has More Going For It Than Just Its Impressive Cast https://ift.tt/0MFIBHA Ahead of its release in October, Square Enix has dropped several new details about Final Fantasy Resonance , its HD-2D reimagining of the mobile game Final Fantasy: Brave Exvius. Based on the first season of Brave Exvius, here's a closer look at the game's world, characters, gameplay, vision systems, and completionist content. Empires strike back The Zoldaad Empire has a few defectors. Two of the regions that players can explore include the powerful military nation of Zoldaad and the city of mages known as Mysidia. Just like in Brave Exvius, Zoldaad appears to be on the march as the home of the fabled Fire Crystal, and has secretly been building up a fleet of airships and mass-producing magitek as it expands its borders into neighboring countries. Considered to be a legend, the advanced magical civilization of Mysidia is home to some of the strongest magic-wielders i...

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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