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The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild

Game Rant was recently able to interview Zelda: Breath of the Wild director Hidemaro Fujibayashi. Fujibayashi weighed in on the game’s early reaction, timeline placement, motion control puzzles, inspiration for the Divine Beasts, early concepts, and why Ganon doesn’t speak.

You can read up on these excerpts from the interview below. For the full discussion, head on over here.

Nintendo posted a new blog today about The Legend of Zelda: Breath of the Wild on the game’s Japanese website. Mitsuhiro Hikino explains how the various sounds were created like Link’s footsteps and the noise that’s made when equipment clanks.

Hikino worked with SoundRacer in a studio that specializes in sound effects. In all, more than 10,000 sounds were recorded.

The Legend of Zelda: Breath of the Wild

In a recent interview with Gamerant, Hidemaro Fujibayashi commented that he would like to further explore the game design that was used to create The Legend of Zelda: Breath of the Wild. As the director of said game, he would likely be in a position to do such a thing in future installments. His full answer to the question of whether open-world design will be the new standard for the Zelda series going forward, is as follows:

We can’t really say much at the moment but there are lots of things in this current game design we still want to explore. If, as a result of that exploration, we feel positive we can provide our audience with new experiences it’s possible this design could become the standard.”

While Breath of the Wild is a huge phenomena, it would still be quite a departure for the series to stray away from the design philosophy it’s adhered to so closely since Ocarina of Time. Only time will tell what the future holds for the Legend of Zelda now.

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Remember that amazing Zelda: Breath of the Wild street ad? We’re talking about the mural located in Brooklyn, New York that lights up at night.

On the official Zelda Facebook page, Nintendo shared a video showing how the mural came together. See it below.


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Players have created a custom cheat code mod for the Wii U version of Zelda: Breath of the Wild, leading to some amazing and downright hilarious results. Almost any object, item, character, or boss can be summoned right out of thin air.

Chadderz and MrBean35000vr created the “Accio Master Code”, which is currently in beta. It’s shown off in the video below. Despite being early on, it’s clear that some great things can already be done.

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Capcom recently dished out new DLC for its Japanese 3DS game Monster Hunter XX. In partnership with Nintendo, special content based on Zelda: Breath of the Wild was released. A couple of videos showing off the DLC can be found below.

In Game Informer’s latest episode of the GI Show, the voice actor behind Princess Zelda from Breath of the Wild, Patricia Summersett, is interviewed about her experience voicing the character.

While nothing new related to the game is revealed, it’s nonetheless worth listening to if you’re interested in hearing how the voice of the current incarnation of Princess Zelda was chosen. The segment featuring the interview starts at 1:30:45 in the video below.

Takfloyd, a Reddit user, posted that they found a incredible small detail put into the soundtrack for Breath of the Wild. They found out you can hear the morse code for the SOS distress signal when you land on the Divine Beasts for the first time.

Takfloyd wrote:

“I was listening to the soundtrack and spotted this in the first phase of Vah Medoh’s theme, then went back and paid closer attention to the other three Divine Beast background themes and indeed – one of the audio channels beeps out S.O.S. in all of them, until you activate the first terminal and the music changes. In the case of the other three beasts it’s harder to spot because the opposite channel plays a different set of beeps, but it’s unmistakably there. I thought that was interesting.”

You can hear the SOS distress signal for yourself in the first video below, coming in at around 15 seconds. We’ve also included the music for the other Divine Beasts.

Ditching the Master Sword isn’t normally possible in The Legend of Zelda: Breath of the Wild. But with a new glitch, players are allowing for it to happen – and in a strange way.

Having enemies shoot a certain number of arrows causes issues with the game’s memory management. When there are too many arrows, you’ll see a glitched character model of Link in the inventory menu. Weapons can also be duplicated. By doing so, you can “drop” the Master Sword, and you’ll even see a message stating: “The Master Sword has returned to the forest”.

Note that the sword is still kept in your inventory. It’s though that Nintendo may have thought about creating a possible failsafe in a previous build that was ultimately discarded. It’s pretty neat in any case.

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This week, Nintendo delivered substantial news about The Legend of Zelda: Breath of the Wild’s first wave of DLC. The debut pack, titled The Master Trials, is still on track for the summer.

There’s more to the DLC than originally announced. You’ll be getting a new Hard Mode, Trial of the Sword challenge, Hero’s Path Mode to track routes taken on the map, Travel Medallion for a designated warp point, and Korok Mask to more easily track Koroks. Oh, and a bunch of new equipment is being prepared based on fan-favorite games and characters including Midna, Tingle, Phantom and Majora’s Mask.

How do you feel about the DLC thus far? Is there one element of the pack in particular that interests you more than anything else? Or are you just feeling indifferent about it all? Share your thoughts with us below.

Highlights from last week’s topic: The New 2DS XL


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