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Wuchang: Fallen Feathers Gets First Discount On PS5, Xbox

Wuchang: Fallen Feathers Gets First Discount On PS5, Xbox https://ift.tt/ozvmWFe Wuchang: Fallen Feathers - Day One Edition $40 (was $50) See at Amazon See at GameStop See at Target After racking up impressive reviews following its release in July, Wuchang: Fallen Feathers is finally getting its first big discount. Wuchang: Fallen Feathers - Day One Edition on PS5 and Xbox Series X is on sale for just $40 (was $50), making this the lowest price we've seen for the action game yet. Along with the game, this version comes with a DLC voucher for additional content. Wuchang: Fallen Feathers - Day One Edition $40 (was $50) This is the only notable discount we've seen since the fast-paced action game arrived on July 24--so if it's been sitting on your wishlist, this is a great time to finally add it to your library. In addition to the base game, the Day One Edition comes with a DLC voucher for the following: Enhanced Costume Sets: White Spectre and Nigh...

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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