Submit a news tip

Hidemaro Fujibayashi

In Zelda: Breath of the Wild, the weather and environment around you are more important than ever before. Link goes up against some tough conditions, ranging from the blazing heat to frigid temperatures depending on your location. The weather is also a key element when scaling mountains. When it starts raining, you can bet that climbing will become much more difficult.

Giving players control of the weather was actually something the Zelda: Breath of the Wild team considered, according to Hidemaro Fujibayashi. The game’s director explained to Game Informer this month why it ultimately didn’t make sense in the end: it wouldn’t have been as fun and “would have increased the number of variables in the world.”

Nintendo has published a new video interview with Eiji Aonuma and Hidemaro Fujibayashi, the series producer for Zelda and Breath of the Wild’s director respectively. The two talked about a few different topics, including The Champions’ Ballad DLC, what’s next for the series, and more. Watch the full interview below.


Source

When Breath of the Wild was teased many years ago, one of the aspects Zelda producer Eiji Aonuma highlighted was the desire to upend the series’ conventions. That’s something Nintendo managed to do in the end, resulting in a very different type of Zelda game.

In an interview with GamesRadar, director Hidemaro Fujibayashi spoke about Breath of the Wild’s development and re-thinking Zelda’s conventions, of which he stated:

Zelda: Breath of the Wild producer Hidemaro Fujibayashi has actually been working on the franchise for quite awhile. He directed a few different entries, including Oracle of Ages/Seasons, Skyward Sword, and more.

Although Fujibayashi has greatly contributed to Zelda, he’s not quite sure what his lasting mark on the series will be. In his view, he’s still figuring that out.

Zelda: Breath of the Wild wasn’t the only open-world game on Switch last year. The Elder Scrolls V: Skyrim also just so happened to launch on the system a few months ago.

When creating Breath of the Wild, Skyrim was one game Nintendo looked at to see what it would be like to make an open-world title. However, that doesn’t mean the developers wanted to take specific elements from that game. Instead it was practically used as research.

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.”

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.

The Legend of Zelda: Breath of the Wild has a massive amount of Korok seeds to collect. Attempting to do so requires a great deal of time, as several hundred are scattered across Hyrule.

There will be a reward waiting for you once you’ve found every last Korok Seed. The thing is, it’s not exactly helpful or valuable – it’s more comical in nature.

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.

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.

Page 1 of 3123