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Fanatical's Build Your Own Survival Horror Bundle Is the Perfect Way to Try Out the Genre

Fanatical's Build Your Own Survival Horror Bundle Is the Perfect Way to Try Out the Genre https://ift.tt/FyU6EWg It's well out of spooky season, but it's never a bad time to pick up some great indie survival horror PC games on the cheap. Fanatical's Build Your Own Survival Horror Bundle deal is the latest in their collection of buy more, save more bundles, and you can pick up some great indie titles that are perfect for getting onboarding into the genre if you're new. 20 games are available to pick from and the more games you add to your cart the more money you'll save in the long run. Its baseline is 3 games for $10 ($3.33 each), then if you want 5 or more games it's $3 per. If you decide you want 7 or more games, it gets slashed down to $2.85 per game. And if you want the full collection of 20 PC games, it'll run you $57. This saves you 80% off of its total $282.79 value See at Fanatical A personal favorite of mine and a game I highly recommend is F...

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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