Even as the game's developers, we started seeing the landscape in a different way while working on the game. When a place – even one that's already familiar – is augmented with something of worth, you begin to see the world in a different light. I think that players who find a cliffside cave in this game might start wondering, "Is there one in the cliffs over there too?". In the previous title, the cliffs could only be climbed up, and the cliffsides were bare. The entrances to cliffside caves might be a good example. We wouldn't have been able to do so had we made a completely new world, so developing in the same setting as the previous game was significant in this sense as well. (Laughs)įor The Legend of Zelda: Tears of the Kingdom, we began by compiling and implementing ideas we couldn't include in the previous title. Like, "Man, I want to dig a hole right here". It was just my natural response when playing The Legend of Zelda: Breath of the Wild. A home console that features games that link the screens displayed on both the TV and the handheld Wii U GamePad. And we'd respond, "Oh no! Please don't make us develop that too!". Then Aonuma-san kept saying, "If flying is out of the question, I want to dig underground!". For example, we decided that it wouldn't involve flying. There were a lot of ideas we wanted to implement during its development, but we made clear decisions on what we wouldn’t do in that game. These are also areas we weren't able to create in the previous title for multiple reasons.Īctually, the previous title, The Legend of Zelda: Breath of the Wild, was originally developed for Wii U (7), so there were restrictions in development. Yes, there are the skies and caves to explore now. However, now that you can explore the skies above Hyrule, does this mean that the world has expanded considerably? You said that the setting is the same as that of The Legend of Zelda: Breath of the Wild. I now understand the challenges and circumstances behind The Legend of Zelda: Tears of the Kingdom's development.
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