Author: dpugh007

  • 10 Zelda: Ocarina of Time Secrets You've Probably Never Heard Of

    November 21 marks the 20th anniversary of one of gaming’s most beloved titles, The Legend of Zelda: Ocarina of Time. Ocarina of Time was the first 3D entry in the Zelda franchise, and practically wrote the book on the future of action-adventure games with its breathtaking world, thrilling battles, and complex dungeons. At this point, its successors have blown it away in terms of size and scope, but that doesn’t mean it still isn’t hiding a few secrets that fans missed the first few dozen times through.

    Most players are aware of more widespread secrets like the Sinking Lure, Malon’s Bowser brooch, and the Mario Portraits, so we recruited the help of 10-year Ocarina of Time speedrun veteran ZFG to help us construct a list of lesser-known secrets, mechanics, and interactions you can find in Ocarina of Time’s Hyrule.

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  • Diablo 4 Reportedly in Development Under Code Name 'Fenris'

    Diablo 4, a mainline entry in the franchise, is reportedly in development under the code name “Fenris.”

    In a comprehensive article that interviewed 11 current and former Blizzard employees, Kotaku reported this development. Following a canceled second expansion to Diablo 3 that was supposed to follow Reaper of Souls, and the cancelation of another project code named Hades, many team members began working on Fenris, which sources claim is the current incarnation of Diablo 4.

    A major pillar for the game and its art direction is reportedly “Embrace the darkness.” Reportedly in development since 2016, many who have seen it are optimistic about the direction that it’s taking. Though still in early development, the game is expected to be released in 2020 or later. It’s unclear if the game will to come to PC first, or if it will be released simultaneously on consoles.

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  • Super Smash Bros. Director Talks Character Process and Development

    With 74 playable characters, Super Smash Bros. Ultimate’s roster is stacked, and series creator Masahiro Sakurai recently spoke with Game Informer about how each one was chosen and developed.

    Sakurai, who said “it is actually a miracle” every time Nintendo creates a new Smash Bros. game, wanted to realize the dream of including all previous fighters. His team did that and then some, adding 11 new characters to the previously used 63. But even that hasn’t satisfied every Smash fan.

    “There will be people who might feel disappointed if fighters that appeared in a previous title are not included,” said Sakurai. “I didn’t want any players to feel that way, so we worked really hard to make this happen.

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  • Fortnite Streamer Showdown: Runjdrun vs Sam Bashor

    Fortnite Streamer Showdown: Runjdrun vs Sam Bashor

    Thanks to a little known holiday called Thanksgiving, IGN Plays Live: Streamer Showdown returns a day early.

    This Wednesday, November 21, starting at 4pm PT/7pm ET Sydnee Goodman pits Comedian and YouTuber Runjdrun against Only Stupid Answer’s Sam Bashor.

    StreamerShowdown_4_YT

    As always, you can watch right here on the front page of IGN.com, or you can find us on YouTubeTwitch, and Mixer.

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  • News: Phantasy Star release date locked down for Switch

    Hitting western shores before Christmas

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  • Behind the Creative Audio & Art for Thief of Thieves

    Behind the Creative Audio & Art for Thief of Thieves

    Thief of Thieves: Season One is a game about heists and the people who do them, based on a comic by Robert Kirkman of “The Walking Dead” fame. The protagonist is Celia, the apprentice of the titular Thief of Thieves, Conrad “Redmond” Paulson. The game blends comic frames with gameplay featuring stealth and social engineering – after all, a great thief never uses violence. The game is now out on Xbox One and Xbox Game Pass. Our art and audio teams did a pretty awesome job, and here are a few words from our Audio Director and Art Director.

    Tommi Hartikainen, Audio Director: Designing Thief of Thieves: Season One offered a unique yet welcome challenge in incorporating the graphic novel feel to the audio. Simultaneously creating a cohesive and comprehensive soundscape for the entire game while extending the same atmosphere from the comic frame scenes to the action sequences required careful planning and attention to detail.

    Thief of Thieves

    Thief of Thieves

    A heavily post-processed classical quartet plays in the graphic novel sections, menus and credits. It reflects the puppet-mastery of the main character’s mentor Conrad “Redmond” Paulson in a jesting but classy way. This feel is then extended to the player character’s “homebase” and certain key events to promote consistency and provide dynamic and textural contrast with the modern rock- influenced music within the action sequences. Bowed electric guitars with similar “sound-designy” post-processing are used as drones, with additional sound effects bridging the gap between the soundscapes of classical music and rock.

    One of the technical challenges was spotting music and sound effects to the graphic novel parts of the game. Since the player controls the pace of the scenes, the musical segments had to be short and meticulously timed to the events in the comic frames. The sound effects were carefully selected to either include and/or omit sounds not visually portrayed in the graphics to create the same kind of high contrast storytelling found in the comic.

    Thief of Thieves

    Thief of Thieves

    KJ Kallio, Art Director: As someone whose background is in illustrating, coming up with a fresh and unique style for Thief of Thieves: Season One gave a perfect opportunity to think outside the box. Instead of following the beaten path of game art, we applied all the things we learned working within the illustration field, resulting in a look and feel that you rarely see in games. This approach had many advantages, along with some pitfalls.

    Instead of using tiling or baked-in texture maps, every single character, object, backdrop, and detail have been meticulously hand painted with a heavy and expressive ink style and strong and vibrant colors. As a result no two levels look alike. This combined with the saturated, volumetric, bleeding lighting gave the scenes an almost dreamlike atmosphere. The goal was to make every scene and detail look like a painting, where the viewer could rest their eyes while marveling at the nuances of even the most ordinary and everyday objects.

    Thief of Thieves

    Thief of Thieves

    The toughest challenge was creating a seamless, coherent comic book style that works in the game world, while also being original. Objects viewed from several different angles had to be drawn with ink lines, rather than relying on toon shaders or cel shading. Painting everything piece by piece meant long hours at the office – especially with the major change in the overall visual style in the middle of the production, which meant everything done so far had to be painted again. In retrospect, we have no regrets.

    Thief of Thieves: Season One is now available on Xbox One and Xbox Game Pass.

    See the rest of the story on Xbox Wire

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