>>724056475
>Hey chatgpt destroy this dumb motherfucker for me
Key Developers Quoted (by Studio):
From Major Studios:
Josh Scherr (Naughty Dog - Uncharted 4, The Last of Us 2): Asked "how in the f*ck did you make this" and praised how the game runs with "little to no noticeable jank" GamesRadar+
Shayna Moon (God of War team at Sony Santa Monica): Called the physics-enabled objects impressive and noted "polish is a lot more about bug fixing and minor design and visual adjustments to take a game from good to great" GamesRadar+
Mike Profeta (Bungie): Praised how "organically all the things they do work together" and the deep physics system GamesRadar+
Aadit Doshi (Rocksteady Games - Batman Arkham series): Compared it to The Last of Us Part 2's rope physics, calling it "awe-inspiring to be able to confidently present the player with a stack of blocks that are linked with chains that move in accurate ways, without clipping" Mezha.Media
From Indie/Smaller Studios:
Gregorios Kythreotis (Shedworks - Sable): Called it "incredibly impressive on a technical level" with "seamless air-to-ground-to-Chasm movement on a console as old as the Switch" GamesRadar+
Rami Ismail (Vlambeer - Nuclear Throne): Said "making that interface playful and joyful and creative and accessible is an absolute feat of game design" GamesRadar+
James Silva (Ska Studios - Salt and Sanctuary): Said "nothing about the physics engine seemed to have come from mortal hands" GamesRadar+
William Armstrong (game developer): Posted viral tweet saying "No physics engine I ever worked with could do this easily" about the bridge physics GamesRadar+
An anonymous engineer: "From what I've seen, their physics system is incredible. I worked in medical simulation and we were trying to do rope... The fact that in TOTK you can join together multiple platforms and then move and rearrange without forming gaps between them is absolutely mindblowing for me. And it runs on Switch." GamesRadar+