Zelda: Tears of the Kingdom Fuse ability was originally more ambitious
Posted on 2 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
Fuse was was of the new mechanics introduced in The Legend of Zelda: Tears of the Kingdom, but it turns out that Nintendo originally had grander plans for the feature. Details about its development were shared during the CEDEC 2024 presentation that took place a little while back.
According to director Hidemaro Fujibayashi, one of the original ideas for Fuse in Zelda: Tears of the Kingdom let players combine multiple objects. The team also considered an option for the pattern in which the result of sticking the two things together would change into something else. Additionally, while Nintendo thought about having the ability to select the orientation of the fused materials, it was cut as sword orientations in this game were not a feature, making the angle meaningless.
Zelda: Tears of the Kingdom – Zelda figma release date, pre-orders, new photos
Posted on 2 months ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
There’s a bit of news regarding the previously-announced Zelda figma for The Legend of Zelda: Tears of the Kingdom, including the release date and pre-orders. We have a handful of new photos as well.
The new figma comes with a standard face, closed-eyes face, and serious face. Optional parts include the Purah Pad, broken Master Sword, and more for different poses. It measures approximately 155mm in height.
New Zelda: Tears of the Kingdom lore details shared
Posted on 2 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
Thanks to the massive art book for The Legend of Zelda: Tears of the Kingdom that came out in Japan not too long ago, new lore details are available. Reddit user livixbobbiex has been poking through the Japanese text and shared a number of tidbits.
The art book delves a bit deeper into the Zonai. A few other topics are touched on as well.
Here’s the full roundup of Zelda: Tears of the Kingdom lore details passed along by livixbobbiex:
How the Depths in Zelda: Tears of the Kingdom came to be
Posted on 3 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
Nintendo has spoken about how the Depths in The Legend of Zelda: Tears of the Kingdom came to be, including how it was formed late in development. It also turns out that the area came as a surprise to producer Eiji Aonuma. Once again, this information comes from the recently-released art book in Japan.
Outside of Aonuma, director Hidemaro Fujibayashi also participated in the discussion. You can read our translation of the excerpt below.
Zelda: Tears of the Kingdom devs talk early Depths ideas
Posted on 3 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
The developers behind The Legend of Zelda: Tears of the Kingdom have shared interesting details about the early days of making the Depths. This comes from the new art book that just came out in Japan.
The Depths are one major area of the game alongside the sky and Hyrule itself. However, things didn’t come together immediately. Art director Satoru Takizawa seemed to initially have an idea in his head about “a Cretaceous Period-like world with dinosaurs or the mythical underworld.” The team did actually make an experiment based on this. Director Hidemaro Fujibayashi also indicated that the team played around with the brightness, noting that “there was a considerable amount of trial and error” before the final level of darkness was decided.
Zelda: Tears of the Kingdom was almost called Zelda: Tears of the Dragon
Posted on 3 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
Nintendo has spoken about the name for The Legend of Zelda: Tears of the Kingdom, and revealed that there was strong consideration for calling it Tears of the Dragon instead.
That tidbit comes from Eiji Aonuma, the game’s producer. Aonuma was speaking about Tears of the Kingdom in the newly-released art book, indicating that the Tears of the Dragon name could cause issues since it would “emphasize the Light Dragon”. Only after another member of the team suggested “Kingdom” that the final title materialized.
You can read our full translation below (some spoilers for those who haven’t played the game).
New Zelda timeline featuring Breath of the Wild and Tears of the Kingdom shared
Posted on 3 months ago by Dawn in General Nintendo, News | 0 comments
A new image of the official Zelda timeline has been shared featuring Breath of the Wild and Tears of the Kingdom which appears to suggest that the duology are separate from the rest of the current timeline as we know it.
The information has been shared at Nintendo Live 2024, which is currently happening at Sydney, Australia.
Zelda: Tears of the Kingdom “Master Works” art book heading to Japan
Posted on 3 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
May 10: Nintendo is gearing up to release an official art book for The Legend of Zelda: Tears of the Kingdom known as the “Master Works”. It will be available on August 30, 2024.
The book has 464 pages of content, including various art, concept art from early stages of development, setting documents, storyboards, documents about the history of Hyrule, and a discussion about the game’s setting. Everything is spread out across three chapters covering the art, design materials, and story. It offers a behind the scenes look at the development of the game. It includes comments from the staff as well.
Nintendo explains how the devs got Zelda: Tears of the Kingdom to load seamlessly
Posted on 4 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
The Legend of Zelda: Tears of the Kingdom features a massive world, yet loading isn’t something players need to worry about as they move throughout Hyrule. Even as you go from the sky to the Depths, everything happens seamlessly. Now as part of a Computer Entertainment Development Conference (CEDEC) talk, we’re able to learn more about how this was accomplished.
While Breath of the Wild was originally targeting Wii U and featured a world based on a flat 2D structure, Nintendo took things to another level now that it was working with more powerful Switch hardware only. However, things were far from easy. As reported by Famitsu and shared by Automaton, one issue the developers needed to deal with early on was long loading between the surface and the underground, which caused the game to freeze on occasion.
Nintendo made Rupee Bulletin Board for Zelda: Tears of the Kingdom’s development
Posted on 4 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
During a talk at the Computer Entertainment Development Conference (CEDEC), Zelda: Tears of the Kingdom director Hidemaro Fujibayashi and and engineer Kenichi Hirose gave a peak behind the curtain. It was revealed that during development of the game, Nintendo created a Rupee Bulletin Board which facilitated communication and development.
As reported by Games Watch and passed along by Automaton, Hirose brought up how the basic production flow of the project was as follows: Drawing Board > Implementation > Playtest after reaching a milestone > Data collection > Analysis. The team would go through this repeated cycle following the last step’s completion.