Accéder au contenu principal

Sélection

See Ripped Game Of Thrones Actor’s Pitch To Play God Of War’s Kratos In Role Already Cast By Another Ripped Actor

See Ripped Game Of Thrones Actor’s Pitch To Play God Of War’s Kratos In Role Already Cast By Another Ripped Actor https://ift.tt/Abx9NlS God of War fans have been on a rollercoaster ride recently while waiting for the TV show adaptation to come to life. After originally casting Ryan Hurst for the role, Amazon was forced to find another suitably ripped actor after Hurst was horrifically injured on set. Last week his replacement, Dave Bautista, showed off his transformation so far for the role. Now, though, Game of Thrones actor Hafþór Júlíus Björnsson, or Thor Bjornsson, who played The Mountain in the HBO series, has shared an image depicting him as Kratos, asking fans if they'd like to see him take on the role. https://twitter.com/ThorBjornsson_/status/2096705259036946858?s=20 Posting on X , Bjornsson captioned the image, "Be honest... would you guys want to see me as Kratos?" The image, likely generated by AI, shows the ripped actor in an even more ripped...

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

Commentaires