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Diablo 5 Is Bringing Back Set Items, But Wants To Avoid Their Biggest Problem

Diablo 5 Is Bringing Back Set Items, But Wants To Avoid Their Biggest Problem https://ift.tt/T9E0PQJ One of the most satisfying things about the Diablo games is their loot grind, and in Diablo 5 , Blizzard has plans to keep you clicking enemies to death for a long time in pursuit of an elusive piece of armor or weapon. While it's still early days in terms of how itemization will be handled in the game, Blizzard has confirmed that gear-based sets will return. Set items were originally absent from Diablo 4 when the game launched in 2023, although set bonuses were later added through the Talisman system. Instead of armor collections, players could equip passive bonuses, set effects, and unique powers without needing to replace their current gear. "Something we talk about a lot on the team is we want Diablo 5 to be a game that feels like it has elements for you, regardless of which Diablo game was your favorite," executive producer Matt Zitterman said to GameSpot at Bliz...

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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