Tears of the Kingdom devs on implementing concepts that weren’t doable for Breath of the Wild
The builders behind The Legend of Zelda: Tears of the Kingdom have talked about implementing concepts for the sport that weren’t doable for Breath of the Wild. Sequence director Eiji Aonuma, director Hidemaro Fujibayashi, technical director Takuhiro Dohta, and artwork director Satoru Takizawa commented on this in a brand new Nintendo interview.
Dohta talked about how with Breath of the Wild, “there have been restrictions in improvement” because it was initially being made for Wii U. That meant although the crew was excited by flying, that wouldn’t be doable. Additionally, Aonuma truly wished to dig underground, however that concept was scrapped as properly – however introduced again for Tears of the Kingdom.
I now perceive the challenges and circumstances behind The Legend of Zelda: Tears of the Kingdom’s improvement. You mentioned that the setting is similar as that of The Legend of Zelda: Breath of the Wild. Nonetheless, now you can discover the skies above Hyrule, does this imply that the world has expanded significantly?
Fujibayashi: Sure, there are the skies and caves to discover now. These are additionally areas we weren’t in a position to create within the earlier title for a number of causes.
Dohta: Really, the earlier title, The Legend of Zelda: Breath of the Wild, was initially developed for Wii U, so there have been restrictions in improvement. There have been loads of concepts we wished to implement throughout its improvement, however we made clear choices on what we wouldn’t do in that sport. For instance, we determined that it wouldn’t contain flying. Then Aonuma-san stored saying, “If flying is out of the query, I need to dig underground!” And we’d reply, “Oh no! Please don’t make us develop that too!” (Laughs)
Aonuma: It was simply my pure response when taking part in The Legend of Zelda: Breath of the Wild. Like, “Man, I need to dig a gap proper right here.” (Laughs)
Dohta: For The Legend of Zelda: Tears of the Kingdom, we started by compiling and implementing concepts we couldn’t embrace within the earlier title. We wouldn’t have been in a position to take action had we made a totally new world, so growing in the identical setting because the earlier sport was vital on this sense as properly.
Takizawa: The entrances to cliffside caves may be an excellent instance.
Dohta: Within the earlier title, the cliffs may solely be climbed up, and the cliffsides have been naked.
Takizawa: I believe that gamers who discover a cliffside cave on this sport may begin questioning, “Is there one within the cliffs over there too?” When a spot – even one which’s already acquainted – is augmented with one thing of value, you start to see the world in a special gentle. At the same time as the sport’s builders, we began seeing the panorama another way whereas engaged on the sport. I consider the way in which gamers discover Hyrule will change too.