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Tópico oficial The Legend of Zelda: Breath of the Wild (Wii U/Switch) [Tópico Oficial]

Snake-Eyes

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Zelda: Breath of the Wild começou a ser preparado para a Switch no início de 2016

Numa entrevista com os nossos colegas do Eurogamer em Inglaterra, Eiji Aonuma, o responsável máximo pela série The Legend of Zelda, falou sobre o seu novo jogo, e partilhou novos detalhes sobre o processo de desenvolvimento, e como foi inserida a Nintendo Switch, a nova consola, num processo que começou com a Wii U em mente.

Sendo o grande jogo de despedida da Wii U e de receção na Nintendo Switch, a curiosidade em torno deste Zelda: Breath of the Wild é imensa, e quando questionado sobre quando começou o desenvolvimento do jogo, e quando é que a versão Switch foi introduzida no desenvolvimento, Aonuma explicou que começou a pensar no jogo logo após terminar Zelda: Skyward Sword.

"Em Skyward Sword, a forma como o mundo estava apresentado, as áreas que o jogador podia explorar eram até limitadas - aterravas do céu numa área, exploravas essa área, mas as áreas em si não estavam ligadas. Muitas pessoas que o jogaram disseram-me que gostaria de explorar as áreas entre as áreas, os espaços entre elas. Essa ideia de ter um grande mundo conectado ficou na minha mente assim que Skyword Sword ficou pronto. Depois a Wii U permitiu realizar essa ideia."

"Claro, para criar um mundo enorme e abeto que podes explorar livremente, foi preciso criar um sistema para isso. E na verdade, só o desenvolver do sistema e ferramentas para criar o mundo, demorou um ano."

"Sobre a versão Nintendo Switch, só na Primavera Passada é que decidimos finalmente lançar também nesta plataforma. Claro que isso exigiu alguns ajustes no processo de desenvolvimento, e mudanças, e continuar a desenvolver a versão Wii U juntamente com a da Nintendo Switch, foi na Primavera do ano passado."

O senhor Aonuma explicou que o fardo adicional sobre a equipa de desenvolvimento começou pelos controlos, uma vez que Zelda: Breath of the Wild estava a ser desenhado a pensar no GamePad e para ser jogado em casa. Enquanto na Wii U o jogador beneficia com dois ecrãs, na Switch existe apenas um, que pode ser transportado para qualquer lado, e a grande diferença está mesmo nos comandos e em alguns aspectos da interface.

Publicidade
Sobre a especulação que a versão Wii U podia ser cancelada ou adiada, para tornar a versão Switch mais apetecível, o senhor Aonuma disse que isso jamais pensou pela cabeça da Nintendo. Relembrando que o jogo foi feito a pensar principalmente na Wii U, e não ao contrário, o senhor Aonuma disse ainda que a principal diferença entre as duas versões está nos tempo de carregamento, devido ao formato que cada consola usa, e que em termos de gameplay são absolutamente iguais.

Sobre o futuro, o senhor Aonuma relembrou o rumor de um Link feminino e a possibilidade de jogarmos The Legend of Zelda com a própria princesa Zelda, e deixa a possibilidade em aberto.
Fonte: Eurogamer

Certo que seguraram esse jogo pra ele ser lançado com Switch. Sacanagem com nós donos de Wii U.
Já comprei a versão física pra Wii U. Ano que vem, quando o Switch tiver um catálogo de jogos, comprarei a outra versão.
Nao acho sacanagem. Fico ate feliz, porque com o fracaso do Wiiu sair pra Switch garantizou uma produçao grande e sem cortes. Se tivesse saido so pra wiiu por compromiso o jogo seria bom com certeza mas nao tao bom como vai ser ja que tem muitas possibilidades de ser system seller.

Enviado desde mi LG-P880 mediante Tapatalk
 

Grave Uypo

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Espero que vc esteja sendo irônico...
não estou. alias, eu esperava que voce estivesse sendo. jogo horrivel. grafico de gamecube em HD tentando reproduzir skyrim em cel shade. se vc acha isso bonito ou vc é cego ou não enxerga.

nem o estilo artistico salva, alias, ele prejudica. esse celshade forçado é um dos mais feios que ja vi num AAA
o proprio wind walker da uma surra nisso aí. mto mais consistente e coerente visualmente.

em movimento deve ficar melhor, mas pelas screenshots, tenha dó. péssimo.
 
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paulojr_mam

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Acho que o jogo está muito lindo na versão Switch e não tão bonito na versão Wii U. Obviamente que ele não usa todos os recursos do Switch, por ser praticamente port do Wii-U. E nem deve ser um dos melhores gráficos possíveis do Wii U por que tem a engine de física gastando processamento que em outros jogos vai para gráficos. Também acho que o cel shade está forçado e borrando um pouco demais a imagem e as cores parecem um pouco lavadas. Mas o jogo fica melhor em movimento e as imagens não fazem jus. E a direção de arte é excelente.
Já Skyward Sword achei feio. Achei ele um passo de ser bonito, mas não efetivamente bonito.
 

Rafa - Él

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não estou. alias, eu esperava que voce estivesse sendo. jogo horrivel. grafico de gamecube em HD tentando reproduzir skyrim em cel shade. se vc acha isso bonito ou vc é cego ou não enxerga.

nem o estilo artistico salva, alias, ele prejudica. esse celshade forçado é um dos mais feios que ja vi num AAA
o proprio wind walker da uma surra nisso aí. mto mais consistente e coerente visualmente.

em movimento deve ficar melhor, mas pelas screenshots, tenha dó. péssimo.

Tá bom jovem...:kjoinha:facepalm:facepalm:facepalm:facepalm
 

LucianoBraga

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Tem uma turma cogitando um posicionamento em timeline:

O jogo começa na Câmara da Ressurreição e o Link, portanto, é um que nós já vimos em outro título da série. Seria o Link da timeline FALLEN HERO - o Link morreu na luta contra o Ganon em OoT. Como num futuro hipotético só o Link poderia derrotar o Ganon, e como com a morte dele na linha temporal ele não poderia deixar descendentes, o corpo dele foi preservado.
Os sages teriam conseguido prender o Ganon temporariamente mesmo sem o Link , e o corpo dele teria sido preservado porque eventualmente o Ganon quebraria o selo - com a morte do Link o Ganon conseguiu a Triforce e teria, portanto, poder pra isso.

Faz sentido, na verdade.
Mas aquele lance de ter mais de um final... :kpensa
 

Grave Uypo

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Tá bom jovem...:kjoinha:facepalm:facepalm:facepalm:facepalm
lindão né
jogo_bunitu.png
 


Kise Ryota

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Tem uma turma cogitando um posicionamento em timeline:

O jogo começa na Câmara da Ressurreição e o Link, portanto, é um que nós já vimos em outro título da série. Seria o Link da timeline FALLEN HERO - o Link morreu na luta contra o Ganon em OoT. Como num futuro hipotético só o Link poderia derrotar o Ganon, e como com a morte dele na linha temporal ele não poderia deixar descendentes, o corpo dele foi preservado.
Os sages teriam conseguido prender o Ganon temporariamente mesmo sem o Link , e o corpo dele teria sido preservado porque eventualmente o Ganon quebraria o selo - com a morte do Link o Ganon conseguiu a Triforce e teria, portanto, poder pra isso.

Faz sentido, na verdade.
Mas aquele lance de ter mais de um final... :kpensa

No caso seria antes do a link to the past?
 

Fidid0

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Não faz o menor sentido, atropelaria completamente o A Link to The Past.
 

Venom-Snake

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Será que haverá mais uma divisão das histórias da cronologia como a feita em Ocarina of Time? Pois de acordo com o diretor, haverá finais alternativos neste Zelda.
 

Metal_Killer

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Eu acho que sou um dos poucos que não se importa com a cronologia dos Zeldas


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Metal_Killer

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Ninguém se importa. Não tinha nada até outro dia.
É só mais um assunto pra especular.

Mas meu irmão me mandou um file lá que conta como cada game se encaixa na história. Achei na moral mas na hora de jogar...não fede e nem cheira


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LucianoBraga

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Mas meu irmão me mandou um file lá que conta como cada game se encaixa na história. Achei na moral mas na hora de jogar...não fede e nem cheira


Sent from my iPhone using Tapatalk

Sim, eu tenho o livro. De qualquer forma, o que eu quis dizer é que a timeline existe (oficialmente, só saiu recentemente) mas ninguém se importa realmente com isso.
A gente especula, claro, mas se importar mesmo, ninguém se importa.
 

Rafa - Él

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Sim, eu tenho o livro. De qualquer forma, o que eu quis dizer é que a timeline existe (oficialmente, só saiu recentemente) mas ninguém se importa realmente com isso.
A gente especula, claro, mas se importar mesmo, ninguém se importa.
E outra, os caras nunca fazem o jogo pensando em como ele se encaixará na timeline. Eles simplesmente inventam todo o conceito do jogo, jogabilidade e gameplay principalmente, e depois a história, e por último inventam qualquer desculpa pra enfiar o jogo em algum lugar da time line...

A excesão disso seria o wind waker por ex, q faz referência direta ao OoT...
 

Relfyen

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Tem uma turma cogitando um posicionamento em timeline:

O jogo começa na Câmara da Ressurreição e o Link, portanto, é um que nós já vimos em outro título da série. Seria o Link da timeline FALLEN HERO - o Link morreu na luta contra o Ganon em OoT. Como num futuro hipotético só o Link poderia derrotar o Ganon, e como com a morte dele na linha temporal ele não poderia deixar descendentes, o corpo dele foi preservado.
Os sages teriam conseguido prender o Ganon temporariamente mesmo sem o Link , e o corpo dele teria sido preservado porque eventualmente o Ganon quebraria o selo - com a morte do Link o Ganon conseguiu a Triforce e teria, portanto, poder pra isso.

Faz sentido, na verdade.
Mas aquele lance de ter mais de um final... :kpensa
Viajando pelos vídeos, eu acho que o Link será derrotado logo no início do jogo, usando a Master Sword, porém sem muito treinamento. E depois disso irá para o Shrine of Resurrection para recomeçar o jogo/aventura :kjoinha.
E sobre mais de um final, talvez seria: derrotar o Ganon (final simples)
ou
Selar o Ganon, final completo, pegando todas as relíquias, libertando/encontrando todos os sábios...
E na timeline...vai saber onde fica tudo isso...:klol.
 

Juniorgb

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Até a Nintendo baixa roms, não ligue pra isso.



Mas eu pirateio jogo também, só ligo pra isso porque é Zelda cara, este jogo merece original. Por exemplo eu baixei o Zelda Skyward sword pirata no Wii, mas assim que saiu e tive oportunidade de comprar o original (que vem com o controle dourado) eu comprei e está guardado aqui, pois amo a franquia.

Eu não ligo pra pirataria e sei que ajudam muitos a poder jogar, o problema é quando é um jogo AAA e que merece ter vendas pra que continue existindo, te garanto que se as vendas fossem baixas de Zelda ou qualquer outro jogo ele poderia ficar esquecido.
Tenho certeza que você tem algum jogo preferido e que tenha dó de pegar apenas pirata e não incentivar o desenvolvimento do mesmo.

Falou!
 

Kise Ryota

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Aonuma on Zelda: Breath of the Wild – development, Shrines, art style, more
Posted on January 25, 2017 by Brian(@NE_Brian) in News, Wii U




French site Le Monde recently put up a new interview with Zelda series producer Eiji Aonuma about Breath of the Wild. Aonuma touched upon plenty of topics, including development (such as team size), the Shrines, art style, and more.

We’ll be working on a proper translation of the interview over the next few days. For now, find a summary after the break.


– Team consisted of about 300 staffers
– 4 years of development
– Listens to Japanese fans in particular for feedback due to it being his native language, but looks to consider feedback worldwide
– Aonuma points out that North American players aren’t big on upgrading abilities to progress similar to Monster Hunter
– Nintendo was criticized for the lack of freedom in the past, with different areas being connected by small paths
– The player now has freedom similar to the original Zelda
– Aonuma believes Breath of the Wild will be a key entry in the series
– Experience points and leveling up was never considered
– Rather, Nintendo decided to implement the weapon system
– To obtain high-level equipment, players need to be smart about how they approach the game
– Link’s speed is adapted to the pace of the game
– There are many things that are hidden in the world, and you can run at full speed, but you may miss a lot by doing so
– With Skyrim, he likes how when you enter a new town, it feels different from other ones you’ve visited
– He wanted to create something like this, but in a different way
– This is why you can climb anywhere
– On Shrines: having them all be long/complex means players wouldn’t complete the game
– Nintendo made Shrines to be rewards rather than actual trials
– Shrines are very different from those of previous Zelda, though some are much larger and have a boss at the end similar to traditional dungeons
– Nintendo has done away with dungeons that have a particular theme
– Even if you come across a shrine located in a forest, it won’t necessarily carry that theme
– Architecture not based on specific real life locations
– Inspired by different pieces of architecture from around the world
– For Zelda: Ocarina of Time, this was an exception in creating the Temple of Time
– Aonuma wanted to have more islands in Wind Waker, but hardware limitations prevented that
– Criticism from that game didn’t inspire Breath of the Wild, including the art style
– Art style was chosen so that objects could be more easily seen in the world
– Artists have also been brought up on Japanese animation
– Aonuma stopped leaving messages to his son in his games since his son told him that he had grown up, and didn’t need them anymore
– Aonuma wrote the lines for the old man you find at the start of the game
 

fedps

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Meio offotpic:
Hoje eu tive um daqueles sonhos apocalípticos, onde surgiu uma doença que podia acabar com o mundo, chamada de Corogo (nunca ouvi falar nesse nome, sabe-se lá o que minha mente fez). No meio das correrias típicas de filme comecei a pensar que o mundo poderia acabar logo e o primeiro pensamento que me veio foi: "O mundo não pode acabar, o Zelda novo nem lançou ainda e eu não joguei ele"
:klol:klol:klol:klol:klol:klol:klol:klol
Acho que estou hypado demais nesse Zelda...
 

Kise Ryota

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Zelda: Breath of the Wild – Aonuma on how elements were placed on the map, physics engine shenanigans
Posted by Lite_Agent


Following the Nintendo Switch hands-on event, earlier this month, various French outlets have published their interview with Eiji Aonuma, about The Legend of Zelda: Breath of the Wild. That’s the case of Le Monde, several others, and even Nintendo France themselves. In this post, we’re going to provide yet another translated summary, this time for Gamekult‘s interview.

How elements were placed on the map

Eiji Aonuma explains that, when creating an open world, when comes the time to place elements on the map, there’s various things to take into account. Obviously, there’s the distance between each element (you have to calculate how long it will take players to reach one element from another), but also topography.

After all, things may look flat in a 2D map, but it’s not the case in a 3D world: there’s mountains, cliffs, gaps, and all sorts of natural obstacles, which can make going from Point A to Point B harder than it seems when looking at the map.

That’s why the team decided to place the elements gradually, as the game was being developed. They did so while walking around in the actual game, and looking for places for hiding secrets, etc.. And when it comes to hiding elements, the whole thing can get really complicated in a 3D world, as players may not necessarily know where exactly they are supposed to search.

Quite interestingly, Shigeru Miyamoto used a similar method for the placement of dungeons in the original The Legend of Zelda on the NES.

Getting lost

Nintendo frequently compared The Legend of Zelda: Breath of the Wild to the original game, on the NES, and more precisely players would get lost in the world. For Eiji Aonuma, there’s two “ways” to get lost in a game:

  • not being able to find your way
  • because you kept exploring the world, and went to various places out of sheer curiosity.
Naturally, the first way is pretty boring, while the second one is something many players are looking for in an open-world game. In fact, it’s something that Eiji Aonuma cannot wait for players to experience, and that’s why the various gameplay mechanics were designed to explore the world.

For example, from the very beginning, players can climb to pretty high places, look at the scenery, and then jump with the paraglider towards an interesting area they spotted. He talks about the “climbing > looking at scenery > flying” cycle, which is at the very base of exploration in this game.

Fumito Ueda

In the interview, Eiji Aonuma reveals that he’s friend with Fumito Ueda, and that he’s often told him he always wanted to create a game like Zelda (which is why Shadow of the Colossus, one of the games he worked on, had many resemblances with Zelda).

Late last year, Fumito Ueda actually sent The Last Guardian to Eiji Aonuma, who played it. One of the elements he took notice of was the segments where you climb on Trico’s head to reach high places. He finds it pretty interesting that, even though they didn’t see each other or discuss it together, they both had a similar idea, and at different times to boot.

Dark Souls

When asked whether he has played a Dark Souls game, Eiji Aonuma answers that he has not, though he’s obviously familiar with the series. He believes that one of the interesting aspects of the Legend of Zelda series is the challenge that becomes tougher as you progress through the game. The goal of each game is to have Link gain new abilities as the player gets better.

He does think that, if you made a Zelda game with extremely tough battles, then you could probably end up with a Dark Souls game.

Numbers

In a previous interview, Eiji Aonuma explained that the team didn’t want to bring some RPG elements in The Legend of Zelda: Breath of the Wild, and more specifically XP and leveling up.

But there are some RPG elements in the game, such as stats for weapons, the large inventory (with tons of items to pick up), or even crafting. Eiji Aonuma explains that while he did try to avoid having stats in the past, it was necessary in The Legend of Zelda: Breath of the Wild.

The thing is, the scale of the game is much bigger than any other Zelda title, with so many items for players to chose from, that having more stats was the only solution. After all, how could players compare two pieces of equipment without any stats?

While it’s true that, at first glance, players may think all those stats will slow down gameplay, he’s confident that they will find them pretty convenient when comes the time to chose which item is better.

The Essence of the Zelda series
Eiji Aonuma and Shigeru Miyamoto frequently argue about what the essence of the Legend of Zelda of series is; it’s something they frequently talked about, and most of the time, the two creators fail to come to an agreement.

Quite interestingly, they did manage to find a common ground during a recent promotional tour in New York, when Shigeru Miyamoto found the right words to describe the Legend fo Zelda series:

The Essence of the Legend of Zelda series is the environment where Link can evolve and get stronger, which is something that players are able to experience directly via the various actions they can perform throughout the adventure.

So, where does that “Essence of the Legend of Zelda” comes into play with The Legend of Zelda: Breath of the Wild? Well, there’s the physics engine, that Eiji Aonuma describes as coherent, that has a direct impact on the actions Link can perform in the game. For example, you can make a rock roll down a slope, and its trajectory will vary depending on the angle of the slope.

For Eiji Aonuma and his team, it was important that players be able to “feel” things in a realistic way. In other words, they tried to make it so that, if they were to move or break big things in the game, they would think it would have felt the same way in real life. It’s a major aspect of The Legend of Zelda: Breath of the Wild, that the team put a strong focus on during development.

Physics engine
Speaking of the physics engine, it’s an aspect of the game that took a long time to finalise, and for a good reason. Basically, when you have one physics engine, that applies to everything in the game’s world, making one minor modification in one place could have a rather unpredictable impact on another area.

Eiji Aonuma shares an amusing anecdote to illustrate that point. At one point, one of the developers working on dungeons wanted to create a puzzle where players have to move pots with wind, so they went in the physics engine settings to make it so wind could make pots fly.

But then, while playtesting the game, Eiji Aonuma went to a place where there was supposed to be pots… only to find there wasn’t any. They had all been blown away by the wind, and were stuck at the foot of a mountain in the distance. There were quite a few similiar “incidents” during development, which is why Eiji Aonuma knew that there needed to be perfect communication between the various teams working on the game.

It’s actually something that he also mentioned in the interview with Jeux-Vidéos.com, so click here to learn more about the week-long playtest sessions that were held to make sure everyone was on the same page.

In the end, what ended up taking so much time with the physics engine wasn’t so much creating it, it was fine tuning every aspect, so that all of them would work well with each others. It’s for this reason that he asked for the game’s release to be delayed.

Playtesting

When it came to playtesting The Legend of Zelda: Breath of the Wild, Nintendo did resort to companies offering playtesting services (there’s quite a few of them in Japan). This allowed them to have varied groups of people play the game, in an intensive way. Naturally, they also had Nintendo employees (that were working on other projects) playtest the game.

Since a lot of people were playtesting the game, Eiji Aonuma asked for a tool to be created, in order to have a map displayed on a PC. That map was to show the movements of 100 players in real-time, and simultaneously, with a marking point every hour.

It was all pretty amusing for Eiji Aonuma, because it showed the many different ways players were playing the game. Sometimes, lines would converge to a single point, which showed lots of players were going to the same place at a given time. When asked why they went there, players would give answers such as “Because there’s something there”, or “Because I found that thing”.

Very often, it was something he had not thought about, or simply didn’t notice from his point of view (as developer/dirctor). This also allowed the development team to see which places players were not visiting, so that they could make modifications: adding a path, modifying the topography, making a place more attracting, etc..

Online

When asked whether the team thought of adding online features to The Legend of Zelda: Breath of the Wild (such as multiplayer or messages that players could send to each other), Eiji Aonuma simply said that it was a good idea and would talk about it with his team back in Japan… before laughing.

In other words: no.

Monolith Soft

Monolith Soft. did assist with the development of The Legend of Zelda: Skyward Sword, though it was mostly with art / design. The thing is, their way of developing games was too different from Nintendo’s for Eiji Aonuma and his team to be able to learn anything from them.

It was different for The Legend of Zelda: Breath of the Wild, since Monolith Soft. is used to wide worlds, which is why their level designers assisted Eiji Aonuma’s team with topography. It does make sense after all: Monolith Soft. successfully created a massive open world in Xenoblade Chronicles X, so they definitely knew a thing or two about world building.

Twilight Princess vs Breath of the Wild

The Legend of Zelda: Twilight Princess and The Legend of Zelda: Breath of the Wild share a similarity… both began development on one platform, but ended up released on two.

Back when The Legend of Zelda: Twilight Princess was in development, Eiji Aonuma was director, and he had to direct development on two consoles simultaneously. He had less experience that he has now, so the transition from GameCube to Wii was tougher for him to manage.

But this allowed him to quickly learn what should and should not be done when developing a game for multiple platforms. So when came the time to port The Legend of Zelda: Breath of the Wild to the Nintendo Switch, he was able to plan things ahead of time, and make sure that the experience would be as great on the Nintendo Switch as on Wii U… and without any last-minute “surprises”.

Voice acting

Initially, The Legend of Zelda: Breath of the Wild was only supposed to have voice acting during the major cutscenes. For Eiji Aonuma, it didn’t really feel strange to have characters talk during those major cutscenes, but not in the rest of the game (as in, you get used to it after a while).

Up until now, there was no voice acting in The Legend of Zelda games because Link never talks, and so it felt weird to have everyone do so but not him. But since The Legend of Zelda: Breath of the Wild features a large number of cutscenes, they eventually decided to add voice acting to all of them, not just the major ones.

What if Eiji Aonuma worked on something else than Zelda?
Believe it or not, lack of time is not the reason Eiji Aonuma is still working exclusively on The Legend of Zelda titles. And it’s not like he’s not allowed to: in fact, he’s been told he really shouldn’t hesitate at all if he ever wanted to work on something else.

The problem is, every time he starts thinking about what he could work on, and finds a good idea, his mind always goes back to Zelda, and how that idea he just had could work in a Zelda game. It’s come to the point where he’s had to put idea aside, and literally forbid himself from using them in a Zelda game. That being said, he’s been quite busy with The Legend of Zelda: Breath of the Wild lately…

Cooking

Did you think that Eiji Aonuma loved cooking, and that’s why there’s cooking in The Legend of Zelda: Breath of the Wild in the first place? Well… that’s not the case. It’s actually something perfectly logical. Players explore the world, pick up lots of ingredients, and can actually eat them raw.

But then, the development team thought it would be interesting to able to mix the ingredients, in order to improve their properties. After all, one of the very basics in cooking is mixing ingredients together, so it felt perfectly natural to be able to cook in The Legend of Zelda: Breath of the Wild.

Quite interestingly, when Eiji Aonuma’s son first saw the trailer for the game, that showed you could cook, he found the idea really weird. This goes on to show that some things can feel perfectly natural to some people, but not others, which is why he wasn’t the one to insist cooking was added to the game.

Secondary characters

The interviewer then told him Eiji Aonuma that his favorite Zelda games were those where secondary characters are as important as main characters in the story, and for world building. And so, when he asked Eiji Aonuma whether that meant he would like The Legend of Zelda: Breath of the Wild, he smiled and said “I think you will be quite pleased”.

Main theme

Finally, Eiji Aonuma talks about the main theme of the game, which is “Climb. Live. Protect.” (words that can actually be found on the official website in Japan). He explains the meaning behind each word:

  • Climb: you can explore the world by climbing at various places;
  • Live: you can live in harmony with the world/nature;
  • Protect: you have to protect something, or someone, to achieve your mission.
The Legend of Zelda: Breath of the Wild (Wii U, Switch) will be released on March 3rd, worldwide.

Source: Gamekult
Thanks morromocotudo for the heads up!

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fedps

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Eiji Aonuma shares an amusing anecdote to illustrate that point. At one point, one of the developers working on dungeons wanted to create a puzzle where players have to move pots with wind, so they went in the physics engine settings to make it so wind could make pots fly.

But then, while playtesting the game, Eiji Aonuma went to a place where there was supposed to be pots… only to find there wasn’t any. They had all been blown away by the wind, and were stuck at the foot of a mountain in the distance. There were quite a few similiar “incidents” during development, which is why Eiji Aonuma knew that there needed to be perfect communication between the various teams working on the game.
:klol:klol:klol:klol:klol:klol:klol:klol
Por mais engraçado que isso seja, me chama atenção que é uma física consistente.
Acho que esse novo jogo vai gerar vários vídeos envolvendo a física, principalmente com coisas não planejadas no desenvolvimento.
 

NJunior

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The Legend of Zelda: Breath of the Wild
marks its long awaited release for Nintendo Switch and Wii U on 3rd March 2017! You can see the latest trailer for this epic open-air adventure below but if you've already decided to embark on Link's next journey then read on below to see what free bonus items you can get with your pre-order across UK retailers...


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SHEIKAH DESIGN T-SHIRT
Pre-order The Legend of Zelda: Breath of the Wild for Nintendo Switch or Wii U from the Nintendo Official UK Store and you'll receive an exclusive black t-shirt, featuring a blue Sheikah design as seen in the forthcoming game!

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KEYRING & POSTER SET
If you pre-order The Legend of Zelda: Breath of the Wild for either Nintendo Switch or Wii U, from GAME, you'll get a fetching gold coloured keyring themed around the game, as well as a poster, featuring key art of Link exploring the world of Hyrule. Nintendo fans in Ireland can also pick up the keyring and poster by pre-ordering from Gamestop.

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THE LEGEND OF ZELDA WRISTBAND
It's not quite a Power Bracelet, but this Legend of Zelda themed wristband will at least let the world know that you had Breath of the Wild from day one. It's yours for free when you pre-order either the Nintendo Switch version or Wii U version from Grainger Games.

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DOUBLE-SIDED ART CARDS
These double-sided art cards, one featuring Link climbing the mountains of Hyrule and one featuring Link on horseback, are available exclusively when you pre-order The Legend of Zelda: Breath of the Wild from Argos on either Nintendo Switch or Wii U.

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PIN BADGE & PRESENTATION BOX
Adorn your clothes with the Sheikah eye design with this The Legend of Zelda: Breath of the Wild themed pin badge, available exclusively when you pre-order for either Nintendo Switch or Wii U at ShopTo!

The Legend of Zelda: Breath of the Wild will be available in shops and as a downloadable version from Nintendo eShop on March 3rd 2017 on Nintendo Switch and Wii U. On the same day, a Limited Edition of the game will be available, including a copy of The Legend of Zelda: Breath of the Wild for Nintendo Switch, a Sound Selection CD and a Master Sword of Resurrection figurine.
 

Colorado10

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O hype é tão grande que hoje eu joguei as batalhas finais dos 5 Zeldas 3D e vi todos os tailers do BotW.
 
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