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The Legend of Zelda: Breath of the Wild

Nintendo (UK) has put out its own video showing off the company’s booth at E3 2016 this year, along with comments from attendees. Watch it below.

Twitter has proclaimed The Legend of Zelda: Breath of the Wild as the most-tweeted about game on the social-media site.

The upcoming NX and Wii U game experienced 573,000 tweets. That’s double the number of mentions of its nearest rival, Battlefield 1.

You can get a look at the full chart above.

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It’s no secret that The Legend of Zelda: Breath of the Wild is a massive project. But its scope is so huge that Nintendo has its largest team ever working on the game.

That’s something producer Eiji Aonuma shared in an interview with GameSpot. He largely talked about that during the discussion, but also gave an interesting answer about seeing and doing everything in the game.

Head past the break for Aonuma’s comments. Definitely check out GameSpot’s piece here as well.

IGN recently published an article about Zelda: Breath of the Wild which contains comments from producer Eiji Aonuma. Aonuma spoke about the world and how getting lost can be fun, rupees’ role, the subtitle, the special arrow shown in 2014, and Link’s green tunic.

We’ve rounded up Aonuma’s comments below. You can read IGN’s full piece here.

On how Nintendo approached the idea of filling such a large space…

“We talked a little bit about the idea of density, how dense to make this big world.” – Aonuma

– The team realized that filling the vast landscape with things to do and explore would be a lot of work
– As the team experienced moving around on horseback or climbing up to a high place to paraglide down, they realized that their desire to see what’s ahead of the next horizon grew
– At the same time, the team realized some moments should be subtle as you explore

“We realized that it’s OK if there’s pocket of emptiness.” – Aonuma

This information comes from a Wired interview with Zelda producer Eiji Aonuma…

On Miyamoto stepping back a bit…

“I’m actually the one who was the most affected by Miyamoto taking a step back, because now I have to take on all the responsibilities of Zelda. I thought, hey, this is my chance to create something I really want to create!

Miyamoto is God, so even when I say, hey, this is what I think should be done, they’ll always question: ‘Well, what would Miyamoto say?’ Up until about two years ago, Miyamoto actually had a lot of comments and advice about Breath of the Wild.”

On having it be a single-screen experience…

“We realized that having something on the GamePad and looking back and forth between the TV screen and the GamePad actually disrupts the gameplay, and the concentration that the game player may be experiencing. You have your car’s GPS system on your dash. If you had it down in your lap, you’re going to get into an accident!”

Source

This information comes from Zelda producer Eiji Aonuma regarding Zelda: Breath of the Wild via a TIME interview

On letting Link jump manually…

Aonuma: We never really questioned it, we just created a game where there wasn’t a jump function. But we always had an auto-jump. In order to create an environment where we implement an auto-jump function, we had to make sure players always know where to go. We basically created an environment where, say there’s a cliff, a wall, then we created a wider area where users could approach and then auto-jump.
In Breath of the Wild, where you have an environment where things are rounder and rockier, it’s really hard to create that auto-jump function. That meant we had to let it go. We really wanted for Link to climb up things, but it wasn’t fun to create an auto-climb function. By contrast, it was really fun to have Link actually grab on things, and then being able to control that climbing motion. That’s why we needed to introduce jumping, so Link could jump up on things and start climbing.

Back when we were working on this, I wasn’t 100% sure players would be happy with the change, because it’s been such a big part of the franchise for such a long time. But after this E3 experience, I’ve gained confidence it was the right decision.

Nintendo’s E3 2016 website contains a special page for Zelda: Breath of the Wild, including a fact sheet. We’ve gone ahead and attached that below.

STEP INTO A WORLD OF ADVENTURE

Forget everything you know about The Legend of Zelda games. Step into a world of discovery, exploration and adventure in The Legend of Zelda: Breath of the Wild, a boundary-breaking new game in the acclaimed series. Travel across fields, through forests and to mountain peaks as you discover what has become of the ruined kingdom of Hyrule in this stunning open-air adventure.

Features:

Explore the wilds of Hyrule any way you like – Climb up towers and mountain peaks in search of new destinations, then set your own path to get there and plunge into the wilderness. Along the way, you’ll battle towering enemies, hunt wild beasts and gather ingredients for the food and elixirs you’ll need to sustain you on your journey.

Nintendaan has provided some off-screen footage of the demo booth opening for Zelda players at E3. Though the video is short, it shows off many of the controls for the game. Check it out below!

Seems that The Legend of Zelda: Breath of the Wild will be truly open to players. According to Eiji Aonuma, in an interview with Polygon, players can skip the story and even go straight to the final boss if they go the right way.

“Users may not actually get the full story depending on how they play this game and how they strategize and solve puzzles. Users are able to go to the very end goal without revealing why Link woke up the way he did and where he did. Whether you want to reveal the storyline and find out why Link woke up, or you want to just go straight to the goal, that’s an option totally up to the user […] Anybody who can go straight to the goal without doing anything else — there’s two possibilities. Either they’re a really good gamer, or they could be somebody that’s a little bit crazy. But it’s not impossible. I created the game like that.”

Though Aonuma suggested that this was not the best or natural way to play, he also suggested the game would be good for players to race each other in.

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