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It Certainly Looks Like Yakuza Successor Gang Of Dragon Is Dead

It Certainly Looks Like Yakuza Successor Gang Of Dragon Is Dead https://ift.tt/mKDNRvw While some fans are still holding out hope for a financial savior to sweep in and save Nagoshi Studios' debut title, Gang of Dragon , more small details have emerged from print and social media this week that paint a very unpleasant picture of the studio's fate. Things haven't been looking particularly rosy for the upstart Nagoshi Studios--headed by former Yakuza series creator Toshihiro Nagoshi--for a while now. Following a reveal of their debut title, , at The Game Awards , things soon looked very shaky when it was revealed that their primary funder, Chinese giant NetEase, was pulling out of further commitments . Following the sudden vanishing (and reappearance) of their YouTube channel , followed by their website going offline , things have been pointing in a dire direction. The first indication of further trouble comes from the 40th anniversary issue of storied Japanese video...

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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