Nintendo feels that Breath of the Wild’s freedom needs to be maintained in future Zelda games
Zelda: Breath of the Wild has no set way of getting through the game. Thanks to its freedom, players can tackle it in any way they see fit. Zelda’s freedom has allowed players to come up with all sorts of interesting ways of solving puzzles. In some cases, they’ve even found ways of skipping large sections of Shrines entirely.
Producer Hidemaro Fujibayashi told IGN in a new interview that this was “all according to plan.” Nintendo wanted players to be able to have “multiple answers, multiple ways, multiple ways of doing anything.”
Zelda: Breath of the Wild devs borrowed assets from Mario Kart 8 while working on the Master Cycle Zero
No one could have expected Nintendo to add a motorcycle in Zelda: Breath of the Wild. But in The Chammpions’ Ballad, Nintendo did just that. The reward at the end of the DLC is none other than the Master Cycle Zero.
In an interview with IGN, Zelda series producer Eiji Aonuma discussed the development of the new motorcycle. You might be interested to know that Nintendo imported assets from Mario Kart 8 as a “test drive” of sorts.
Nintendo on its approach to the Zelda timeline, understands fans’ appreciation for it
The Zelda timeline has always been something of great interest for fans of the series. On the other hand, Nintendo tends to be a bit timid when talking about it. Although the series has been around since the late 80’s, it wasn’t until just a few years ago that Nintendo published an official timeline in Hyrule Historia.
With the arrival of the latest Zelda game in March, fans are curious as to where Breath of the Wild officially stands. You won’t get much of a concrete answer out of Nintendo concerning timeline placement, but its developers are aware of interest from fans.
Zelda: Breath of the Wild, Mario Odyssey devs share thoughts about each other’s games
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 17 Comments
Two of the biggest and best games this year were made by Nintendo. We’re of course referring to Zelda: Breath of the Wild and Super Mario Odyssey.
Recently, IGN caught up with developers of both games to hear about what they think about each other’s games. Super Mario Odyssey producer Yoshiaki Koizumi plus Zelda: Breath of the Wild director Hidemaro Fujibayashi and producer Eiji Aonuma shared their thoughts.
Aonuma on Zelda winning top honors at The Game Awards, The Champions’ Ballad DLC, end of development
Famitsu published a new interview this week with Zelda series producer Eiji Aonuma. It was pretty interesting, with Aonuma talking about Breath of the Wild winning “Game of the Year” at The Game Awards, including his mindset at the time and why he started out by saying “Thank you America!” He also spoke about The Champions’ Ballad DLC, and confirmed that development on the game has concluded.
We’ve prepared a translation with the most notable parts from Famitsu’s interview. You can read it below.
Zelda: Breath of the Wild devs on the thinking behind Shrines and Divine Beasts, lack of long dungeons
Breath of the Wild was a complete reinvention of the Zelda formula, and many past staples were either discarded or reworked. One example of this is the dungeons. Whereas past Zelda titles featured long, unique dungeons with and a particular item to obtain, Breath of the Wild instead mostly has a ton of smaller Shrines scattered throughout the world and a few Divine Beasts that are thematically similar.
Zelda series producer Eiji Aonuma and Breath of the Wild directed Hidemaro Fujibayashi commented on Nintendo’s approach to Shrines and dungeons in the debut episode of the Nintendo Power podcast. We’re first able to hear from Fujibayashi, who explains that big dungeons would mean that players would spent too much time there.
Nintendo on Zelda’s future, Breath of the Wild director says he has “lots of ideas and lots of motivation”
Posted on 3 years ago by Brian(@NE_Brian) in General Nintendo, News | 100 Comments
Nintendo delivered Zelda: Breath of the Wild’s second DLC pack last week. Now that the game’s development is truly finished (at least that we know of), fans can’t help but wonder what the future holds for the franchise.
As you would expect, Nintendo isn’t ready to delve into any specific plans just yet. However, Breath of the Wild director Hidemaro Fujibayashi and series producer Eiji Aonuma did talk about their mindset going forward.
Zelda: Breath of the Wild devs on The Champions’ Ballad DLC – approach to the story, dungeon design, new outfits, more
Nintendo has published the latest parts of its interview with Zelda: Breath of the Wild director Hideomaro Fujibayashi and series producer Eiji Aonuma. Once again, the discussion focuses mostly on The Champions’ Ballad DLC. The two talked about how they went about approaching new story content this time around, dungeon design, the new outfits, and more.
You can read the discussion in full below. Nintendo warns of spoilers, but there’s not really anything that’s discussed in terms of the story scenes or sequences specifically. Still, keep that warning in mind before proceeding.
Nintendo talks scrapped hookshot from Zelda: Breath of the Wild, experimented with dual double hookshots that would let you move like Spider-Man
Earlier in the year, Nintendo revealed that the hookshot was scrapped from Zelda: Breath of the Wild. The hookshot has previously appeared in a number of Zelda games, but didn’t make it in for the Switch and Wii U title.
Nintendo spoke more about the hookshot in Zelda: Breath of the Wild and why it wasn’t a fit as part of a new interview with IGN. Series producer Eiji Aonuma started out with the following:
Zelda: Breath of the Wild devs on how the Master Cycle Zero came to be, new horse gear
Zelda: Breath of the Wild has a special treat for those who clear the game’s new DLC. After completing The Champions’ Ballad, players will be rewarded with the Master Cycle Zero. Yes, Link can ride through Hyrule on a motorcycle.
At The Game Awards on Thursday night, Zelda series producer Eiji Aonuma and Breath of the Wild director Hidemaro Fujibayashi spoke more about the DLC. The two developers explained how the Master Cycle Zero came to be, and also discussed the new horse gear.