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Update (2/20): Here’s the embed version:


Original (2/17): Game Informer once again has a feature on Zelda: Breath of the Wild. Today, the magazine caught up with Shigeru Miyamoto and series producer Eiji Aonuma to chat about fan feedback.

You can watch the interview for yourself right here. We should have an embed option within the next couple of days.

Rime developers Tequila Works recently spoke about their game with Wccftech.com. We’ve picked out some of the more relevant pieces of new information and collected them below.

On the length and replayability of the game:

(Kevin Sardà – Lead Designer) The duration of the game will largely depend on each player’s play style and how he or she would like to immerse into the exploration of the island and unlocking all the secrets it keeps. If if you really want to take your time and collect all the secrets, you might well end up in the 8-10 hours range , but it could take a couple hours fewer or a couple hours more. As for replayability, the story of RiME has a very well defined ending, which everybody will experience when they finish the game, but there is a good chance players might miss several secrets and collectibles in their first playthrough, and those items are not there as mere cosmetic additions or to artificially increase the time you spend in the game, but they offer deeper understanding about the story. We expect a good deal of players will revisit the island in order to get the whole picture!

In an interview with Game Informer, Zelda producer Eiji Aonuma had a chance to speak about non-Nintendo titles. He told the magazine that he didn’t play a ton of games in the past, but has changed that. Aonuma played the likes of Far Cry, The Witcher, and The Elder Scrolls V: Skyrim in research for Breath of the Wild, but passed on Grand Theft Auto due to it being a bit too violent for his tastes.

Aonuma told Game Informer:

“In the past I didn’t play many video games. But then I realized, this isn’t right, I have to. So nowadays, I actually play a lot of overseas titles.”

“While playing those games, I do find some ideas, but it’s not that it connects directly to Zelda to where I would take something and use it in Zelda, but it’s more of something I keep in the back of my head while developing the game.”

Nintendo of France is continuing its Q&A video interview series with Eiji Aonuma, producer of the Zelda franchise. For today’s question, he was asked if Link’s tunic will be present in Breath of the Wild.

Aonuma started out by talking about the clothing system and how you can change what Link is wearing whenever you like. Clothing can be obtained from chests, shops, and special events (latter is probably for story events or sidequests). He also points out how Link’s blue uniform is also worn by Princess Zelda. Aonuma then closed out by confirming that yes, Link’s well-known green tunic is in the game.

Aonuma and Shigeru Miyamoto kept quiet as to whether the tunic would be present when asked last June. Most fans likely had expected it to be present somehow though. Had it not been included at all, that would have been very surprising.

Thanks to LuigiBlood for the help with this post.

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Nintendo announced an Expansion Pass for The Legend of Zelda: Breath of the Wild last week. Those who buy it upon release on March 3 will have access to a few items, but the real content will be delivered in the summer and the holiday season with additions such as a new hard mode, new dungeon, and a new original story.

Some fans were taken aback by the DLC announcement. The reaction has been mixed, as is evident through the likes to dislikes ratio from the news shared on Nintendo’s YouTube page.

Nintendo’s Bill Trinen stopped by the latest episode of IGN’s Nintendo Voice Chat podcast this week to chat more about Switch. During the show, he was asked about his response to the Zelda DLC reaction. That prompted him to explain Nintendo’s approach, and Trinen shared an in-depth answer as to why Nintendo is deciding to create DLC for Breath of the Wild.

He said:

A few years ago, Nintendo and Dark Horse brought out The Legend of Zelda: Hyrule Historia. The book showed a bunch of concept art from the series, including Twilight Princess. There were many interesting designs depicted for characters such as Link. In some of the drawings, Link looked quite a bit older than his final version in the game. Now we have an idea about the potential age Nintendo was thinking about.

Nintendo artists Yusuke Nakano and Satoru Takizawa spoke about designing Link for Twilight Princess in the new Zelda: Art & Artifacts book. Nakano touched on how Nintendo considered making the character “twenty-five… maybe even thirty.” The intent was “making him quite sturdy”

Also worth mentioning, when designing Wolf Link, Takizawa noted how Nintendo thought about giving him a wolf cut hairstyle, “which would have given him a more wolfish look.”

Here’s the full transcript about Link’s design in Twilight Princess:

We recently fired off some questions to Tomorrow Corporation’s Kyle Gabler in hopes of learning a bit more about World of Goo, Little Inferno, and Human Resource Machine on Switch. What we didn’t expect were incredibly entertaining replies, making for one of our zaniest interviews yet.

We did ask Tomorrow Corporation about its initial slate of Switch titles. Additionally, Gabler teased future projects. Two are on the way, one of which is the biggest game yet from Tomorrow Corporation.

You can read our full interview with Tomorrow Corporation below.

Suda51 appeared on the latest episode of IGN’s Up At Noon show this past week. At one point, the No More Heroes creator tackled a few questions about Switch.

First, when asked about whether it’s easy developing for the platform and working with Nintendo, he responded by saying that it’s extremely easy. He also feels that the environments are in place to make things easy for developers.

Suda51 then said that he’s hoping to bring back many familiar characters for his new project on Switch – including Travis Touchdown obviously. He’s thinking about how to use the Joy-Con controllers for something like charging Travis’ Beam Katana. On Wii, the No More Heroes games had players recharging the weapon by by shaking the Wii Remote.

One of the more memorable moments in Zelda history was when Nintendo showed a GameCube tech demo at Spaceworld 2000. A brief scene depicted Link and Ganondorf duking it out in a realistic style. But as we later learned, it was just that – a tech demo and nothing more. Nintendo ended up going in a completely opposite direction for the next Zelda game following Ocarina of Time. Around two to three years later, Nintendo released the cartoon-esque, cel-shaded Wind Waker.

So what’s the story behind that tech demo anyway? And why did Nintendo decide against moving forward with it? In the new Zelda: Art & Artifacts book, artists Yoshiki Haruhana and Satoru Takizawa commented on the situation:

Sumo Digital has a new 3D platformer heading to Switch very soon. At the end of March, Snake Pass will be showing up on the eShop.

We caught up with Sumo Digital this month to learn more about Snake Pass. The team spoke to us about its inspirations, Doodle the Hummingbird sidekick, game length, and more. Sumo also had a bit to say about bringing Snake Pass to Switch.

For our full interview, continue on below.

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