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Preorders For Patapon Creator's New Rhythm Game Are Now Live

Preorders For Patapon Creator's New Rhythm Game Are Now Live https://ift.tt/Bw9CRoO Ratatan Standard Edition $40 | Releases July 16 Preorder at Best Buy Ratatan --a rhythmic roguelike action game from the creator of popular rhythm game series Patapon--is launching for PS5, Nintendo Switch 2, and PC on July 16. Console players eager to pick up the upcoming game can preorder it on all platforms, including a $40 physical release available on PS5 and Nintendo Switch 2 that comes with a special preorder bonus item. A Digital Deluxe Edition with even more exclsuive content will also be available on all platforms, though preorders aren't live just yet. That said, PC players who don't want to wait for the final release can grab the Early Access version on Steam right now for just $25. Ratatan Preorder Bonuses Preordering the physical version of Ratatan will unlock the Legendary Spirit Sword Banbansord in-game weapon . This extra item is included with the PS5 and Sw...

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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