Submit a news tip



The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild has a ton of Korok seeds to collect. With how massive Hyrule is, you can imagine just how many there are out there to find.

When you do collect all of the seeds, a reward will be waiting for you at the end. What you get though… well, let’s just say it’s interesting. If you’d like to find out for yourself, continue on below.

It’s always interesting to see game ideas that were left on the cutting room floor during development. In the case of Zelda: Breath of the Wild, director Hidemaro Fujibayashi revealed in the game’s new “making of” video series that the team scrapped something relating to characters.

Fujibayashi and the rest of the team were hoping to include “tiny people”, complete with “tiny-sized towns” and Link himself shrinking. However, “with all these other characters that stand out, we thought it would be difficult for these little guys to be able to live out their own place in the game.”

Fujibayashi’s full explanation:

Initially announced yesterday, Nintendo has debuted The Making of The Legend of Zelda: Breath of the Wild. Fans can get an inside look at the game’s creation. Take a look at the full series below (warning: potential spoilers).

Eurogamer has a new report up explaining how The Legend of Zelda: Breath of the Wild uses dynamic resolution scaling. It doesn’t mean much for the end user, but it’s still pretty interesting. The technique is used in the game to help maintain the frame rate.

When Zelda: Breath of the Wild is running Switch to the max, resolution appears to dip to 90 percent on both axes. In other words, when in portable mode, resolution drops to 1152×648 for 81 percent of native 720p in total. Breath of the Wild has a native pixel-count of 1440×810 when docked and stressed, dropping from its usual 1600×900.

Eurogamer further adds:

When you walk up to a decayed Guardian in The Legend of Zelda: Breath of the Wild, you can obtain various Ancient Parts. However, players can receive even more by using a special trick.

brandonNaustin discovered that Magnesis can be used to pick up metallic rocks and flip over Guardians. Doing so reveals additional parts. It doesn’t work with Guardians that have legs or are buried in the ground, but you should find this useful in a number of instances.

Here’s a look at the trick in action:


Source, Via

Nintendo is readying a special video event that will give fans insight into the creation of Zelda: Breath of the Wild. Tomorrow, a three-part series will debut for the game. It’ll air at 6 AM PT / 9 AM ET / 1 PM in the UK / 2 PM in Europe.

Nintendo just tweeted out the news:


Source

The Legend of Zelda: Breath of the Wild

In the past, Zelda producer Eiji Aonuma has spoken about being inspired by games such as The Elder Scrolls V: Skyrim in creating Breath of the Wild. But what about the game’s director, Hidemaro Fujibayashi?

Fujibayashi cited two games while speaking with EDGE this month about games that inspired him: Minecraft and Terraria. He told the magazine:

“I was rather inspired by playing Minecraft and Terraria. I was able to learn from the gameplay and the possibilities found in. I could learn from the sense of adventure, exploration and how it inspired curiosity.”

As for real life inspiration, Fujibayashi is involved with an adventure club with other Nintendo staff in which they participate in outdoor activities:

The Legend of Zelda: Breath of the Wild

As you can probably tell, The Legend of Zelda: The Wind Waker HD served as a big inspiration for the art style in Breath of the Wild. This goes all the way back to when Nintendo was working on the Wii U remaster a few years ago. Breath of the Wild art director Satoru Takizawa spoke about how the game’s style was determined during a session at GDC last week.

When looking to see how different Zelda games would look like in HD, Nintendo took models from previous games and placed them into a development environment to try different mockups. Skyward Sword, Twilight Princess, and The Wind Waker were all tested. Wind Waker “stood out” the most “and really captured the imagination of the lead artists on Breath of the Wild”. The team took it from there.

While Wind Waker would end up being used as inspiration, the art style couldn’t be carried over completely. The cartoonish direction couldn’t allow for a certain sense of realism that the team wanted to achieve. Additionally, there was some concern about it being a turnoff for older players.

Breath of the Wild’s final look was ultimately determined based on a slogan Nintendo decided on, which is “refreshing and full-flavored.”

Here’s the full explanation on how the game’s art style came to be from Takizawa:

The Verge recently chatted with Zelda: Breath of the Wild director Hidemaro Fujibayashi, art director Satoru Takizawa, and technical director Takuhiro Dohta. Tons of topics were discussed in the new interview. Among them include how the team approached development, the game’s difficulty, speedrunning, the crazy concept, designing Shrines, and making the experience as bug free as possible.

We’ve rounded up notable excerpts from the interview below. You can read the full discussion on The Verge here.

The Legend of Zelda: Breath of the Wild breaks many of the series’ conventions. Among these is the lack of Link’s iconic hat, which has long been a staple of the series.

In an interview with Polygon, Breath of the Wild art director Satoru Takizawa told Polygon that due to the rise of graphic fidelity, it’s tough “to make that hat look cool.”

He said:

“As the graphic fidelity has increased it becomes more difficult to make that hat look cool. As the game becomes more realistic it’s difficult to present it in a way that’s appealing.

If you look at Twilight Princess, I really made the hat long, so it would flap in the wind and move around. But because of that people were like ‘What’s he got? What’s in that hat?’ We’re reaching our limits as to how we can make it look cool.”

Takizawa added that with Skyward Sword, he attempted to make Link’s hat diminutive and giving it much less motion, but “we’re reaching our limits as to how we can make it look cool.”

Source


Manage Cookie Settings