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Legacy Of Kain: Defiance Rises Again With New Remaster

Legacy Of Kain: Defiance Rises Again With New Remaster https://ift.tt/pPxndjY The Legacy of Kain series is rising from its slumber once again, as today's State of Play revealed not one but two projects that will see players return to Nosgoth. Fans of the classic games can look forward to a remaster of Legacy of Kain: Defiance when it launches on March 3 for PC, PS5, PS4, Xbox Series X|S, Xbox One, and Switch. Released back in 2003, Defiance was the third chapter in the Soul Reaver saga. The big twist here was that Raziel and Kain were both playable characters, allowing players to step into the boots of the vampire lord and his former lieutenant. Crystal Dynamics has been working on the Defiance remaster for several years alongside PlayEveryWare, a team with credits on several video game ports. Similar to Soul Reaver 1&2 Remastered , you can expect upgraded visuals and cinematics, remastered audio, and several gameplay changes. The combat tutorial is now an independent featur...

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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