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The Legend of Zelda: Breath of the Wild

New concept art from The Legend of Zelda: Breath of the Wild has emerged from the game’s guide. Characters, enemies, and more are shown. Just to be on the safe side, we’ve posted the gallery after the break.

Update: Zelda Dungeon is also putting together an interactive map. Take a look at it here.


Original: Hyrule Legends and Zelda Universe are working together with the Zelda community at large to create an interactive map for Breath of the Wild. The project is currently in its first iteration, yet already looks promising. Zelda players can find locations for side quests and points of interest among many other things. Additional content should be added over time.

3D models will be used for future versions. Moreover, the team is interested in transforming the map into something along the lines that you’d see on Google Street View.

If you have a place of interest to suggest for the map, you can do so on the Google form here. The map itself can be found here.

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Many would agree that Breath of the Wild is the toughest Zelda game in years. That’s something the development team accepted early on.

Last week, director Hidemaro Fujibayashi spoke about the game’s difficultly with The Verge. Nintendo observed that many players were falling off of Hyrule’s towers while development was ongoing, resulting in deaths. The team ended up making some tweaks, but in the end, they accepted the fact that many players would fall and die.

Fujibayashi said:

“When we saw that, we also didn’t see it as something negative. There’s actually kind of a fun to be had from falling and dying. You learn to be careful and to be cautious. And we felt that that gave a lot of players the emotional preparedness to take on the rest of the world. So we ultimately decided that we should let them die.”

The New York Times recently had the opportunity to interview Nintendo of America president Reggie Fils-Aime. We’ll be seeing the publication’s full discussion soon, but reporter Nick Wingfield shared some information about Switch’s sales early.

Switch’s first 2-day sales in the Americas – meaning Friday and Saturday – were the best for any system in Nintendo history. The next closest was Wii, which launched during the holiday period.

We’re also hearing that Zelda: Breath of the Wild is now the best-selling standalone launch title (meaning not a bundled game) in Nintendo history. The game managed to beat out Super Mario for N64.

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The concept for Zelda: Breath of the Wild began with Shigeru Miyamoto and series producer Eiji Aonuma asking what would players would be able to do in the new game. Hidemaro Fujibayashi, who became the project’s director, responded by saying you could do everything.

Fujibayashi told Kotaku:

“But I had to sell it to them. How we’re going to make this happen. And I felt like the best way to convey this idea to them was to show them that you could climb walls.”

Work on Breath of the Wild began with a prototype. The team created a starting area with a small field and trees, along with rupees hidden throughout. Fujibayashi describes how Miyamoto played the demo:

The Legend of Zelda: Breath of the Wild’s huge map is based on Kyoto, Japan. That’s according to director Hidemaro Fujibayashi, who revealed the information while speaking with The Verge.

Fujibayashi told the site:

“When I first started looking at this game, I had Link in an empty game field and I would just walk around and try to map out and get a feel for the distance and where landmarks should be. What helped me with this was my hometown, Kyoto. I took a map of Kyoto and overlaid it on the game world, and I tried to imagine going to places that I know in Kyoto. I’d think ‘It takes this much time to get from point A to point B, so how does that translate to the game?’ And that’s how we started mapping out the world in Breath of the Wild.”

Fujibayashi added that using Kyoto as a base was helpful during development since developers were familiar with the region:

Before the Switch version of Zelda: Breath of the Wild, the game was planned to have some touch features on the Wii U GamePad. Ultimately, those ideas were scrapped. The GamePad simply tells players that they can tap on the controller to enable off-TV play.

Zelda: Breath of the Wild director Hidemaro Fujibayashi recently chatted with IGN about the decision to cut the game’s touch features on Wii U. Once Switch was brought in and tests were done, Nintendo “noticed looking back and forth between the GamePad and the screen actually took a little something away from this type of Zelda game.”

Fujibayashi’s full comments are below.

This month’s issue of EDGE puts the focus on The Legend of Zelda: Breath of the Wild. As it’s the cover story, Link takes center stage on the magazine’s cover. There are two versions out there though.

We previously saw what the subscriber cover looks like. Equally as good is the art for the standard issue. You can see it in its full glory below.

The Legend of Zelda: Breath of the Wild finally introduces voice acting. Link doesn’t speak, but other characters do – including Zelda herself.

Patricia Summersett announced on Twitter that she’s behind the role of Zelda. It doesn’t seem as though she has a ton of experience with games, though she’s worked with Ubisoft on a few titles over the past few years. Summersett was also involved with Suikoden: Tierkreis.


Of course, this news only applies to the English version of Breath of the Wild. Other actors were brought in to handle the game in different languages.

Thanks to TDude73 for the tip.

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Digital Foundry is back with yet another technical analysis for Zelda: Breath of the Wild. For the latest video, the game’s two versions are once compared, including their frame rates. Watch the full analysis below.


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