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The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild has been pulling in perfect scores since the review embargo lifted last week. On Metacritic, it has quickly become apparent has well the game has been received from a critical standpoint.

Breath of the Wild now has more perfect scores than any other scores in history. 43 are recorded currently.

Metacritic has Zelda: Breath of the Wild down with a score of 98. It’s tied for second all time with a few other titles. The first? Ocarina of Time, though there are fewer perfect scores and reviews overall.

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The Legend of Zelda: Breath of the Wild

While playing The Legend of Zelda: Breath of the Wild, you may stumble upon a fairly significant horse-related Easter egg / secret. If you’d like to see what it’s all about, head past the break for a video.

Kotaku has more comments from Zelda: Breath of the Wild director Hidemaro Fujibayashi. His remarks are pretty darn interesting, as we’re able to hear about some of the ideas that were cut during development – including the Hookshot and Beetle from Skyward Sword. Aside from that, Fujibayashi spoke about having to rearrange the game when Switch came into the picture, and always wanting to make the next best Zelda title.

Read up on Fujibayashi’s comments below. You can check out Kotaku’s full article here.

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.


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