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Go Out Of Bounds In Crimson Desert And A Whale Will End You

Go Out Of Bounds In Crimson Desert And A Whale Will End You https://ift.tt/oI8NXAg Crimson Desert 's region of Pywel is vast, a continent brimming with mystery, adventure, and plenty of opportunities to drop enemies with pro wrestling finishers . But what lies beyond the borders of Pywel? Instant death, delivered by 150 metric tons of mammalian adventurer-squashing marine life. From hell's heart, this whale shall smash thee. Highlighted by Intelligent-You-7002 on Reddit (via Questlive.in on Instagram ), Crimson Desert's method for keeping players in Pywel is one of the more imaginative invisible walls we've seen in gaming lately. We've also verified this ourselves--painfully--and you can see the sudden demise of a wayward adventurer in our video below. The concept isn't new, as many open-world games use everything from automated turrets to near-instant death to keep players on the golden path, but we're fairly confident no open-world game has ever used wh...

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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