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How To Fast Travel In Mina The Hollower

How To Fast Travel In Mina The Hollower https://ift.tt/Hm5LyF3 The island that Mina The Hollower takes place in is deceptively large. Making your way from one dungeon to another to find Trinkets, Sidearms, and anything else you might have missed can take a long time. Heck, one of the Mina The Hollower secret bosses would take an eternity to find if it wasn’t for the existence of fast travel, and as it turns out, there are a couple of dungeons that either optionally or mandatorily require you to take advantage of them to enter. While nowhere near as much of a pain in the butt to get to as Bone Beach , it’s not immediately obvious that you need to open up some switches only accessible via the mirror portals. On top of that, the train to Coltrane Peak is the most convenient way to reach this snowy area, but it’s locked. This guide will help you work out where to find the mirrors and how to unlock the train in Mina The Hollower, reaching those final two areas in the open-world game...

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony https://ift.tt/UuCxFWl

Andy Gavin, one of the co-founders of Naughty Dog, has explained why the company sold itself to Sony back in 2001. Posting on LinkedIn, Gavin said he's been asked "countless times" why Naughty Dog took the deal, and it was all about rising development costs.

Gavin said (via SI) when Naughty Dog first started making games in the 1980s, game development costs were "manageable," with costs for games made in the early '80s running about $50,000 per game. For 1992's Rings of Power, Naughty Dog spent about $100,000. For the first Crash Bandicoot game, however, costs rose to $1.6 million, with Jak and Daxter (2001) coming in at $15 million or more. Just a few years later, Jak 3's development cost came in at between $45 million and $50 million.

Naughty Dog was self-funding all of its projects at this time, and the stress about "financing these ballooning budgets independently" became too much to bear. Gavin said rising development costs is a "systemic issue" to this day in the video game industry.

Continue Reading at GameSpot

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