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Tears of the Kingdom’s dungeons have been designed with seamlessness in thoughts

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Breath of the Wild that includes over 100 puzzle-filled shrines slightly than being constructed round The Legend of Zelda’s extra conventional dungeons was each one of the vital refreshing facets of the 2017 recreation. It was additionally one of the vital probably polarizing — particularly for individuals who’d grown to like the {old} system of Hyperlink taking down dungeons separately utilizing his specialised weapons. Forward of Tears of the Kingdom’s launch this week, Nintendo revealed that classic dungeons would be making their return all all through the brand new recreation, and it was simple to get the impression that meant Hyperlink could be spending plenty of time in heavily-themed, cordoned-off fortresses scattered throughout Hyrule.

In some cases, that’s very a lot the case. However based on Tears of the Kingdom director Hidemaro Fujibayashi, the brand new dungeons weren’t actually created with the intention of shifting nearer to or farther away from the Zelda franchise’s core design ideas. Reasonably, every of them was crafted to perform as a dynamic place to showcase lots of Hyperlink’s new powers and weapons — one gamers can dive into and out of with a seamlessness that’s by no means been seen in a Zelda recreation earlier than.

Throughout a current press junket dialog about Tears of the Kingdom, Fujibayashi defined to me that he and the remainder of the sport’s improvement group didn’t precisely got down to essentially rework Zelda’s core design ideas when it got here to dungeons. As an alternative, they have been a lot, rather more within the sheer variety of new devices Hyperlink’s capable of create and construct issues with.

“I believe the core fundamentals of those dungeons are possibly somewhat bit totally different in that we’re not likely involved about what we’ve completed previously, however slightly actually considering what new objects can be found this time,” Fujibayashi defined.

Hyperlink clinging to a platform in considered one of Tears of the Kingdom’s extra imaginative open-concept dungeons.
Picture: Nintendo

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Related considering has formed earlier Zelda video games, particularly close to dungeons wherein one explicit weapon or merchandise was positioned as the one viable key to fixing puzzles. With Hyperlink having so many new powers and instruments at his disposal in Tears of the Kingdom, nevertheless, Fujibayashi discovered himself rather more fascinated by considering “what sort of a dungeon can we construct to maximise gameplay related to these issues and make it a enjoyable, pleasing expertise?”

A method of constructing enjoyability into the sport, Fujibayashi felt, is likely to be to emphasise a way of seamlessness between the varied layers Tears of the Kingdom’s bigger world, an idea explored flippantly in Breath of the Wild in the best way Hyperlink spends plenty of time gliding down from the sky. However not like with Breath of the Wild’s Divine Beasts, which all felt slightly much like each other internally and have been distinctly closed off from the surface world, specializing in seamlessness in Tears of the Kingdom impressed Fujibayashi to increase that feeling to the dungeons themselves.

“With Breath of the Wild, there was a theme of shifting dungeons, and that’s why the dungeons turned out to be the best way they did there,” Fujibayashi stated. “With this theme of seamlessness, we considered issues like how we may notice the fantasy of having the ability to dive from the sky right into a dungeon, and never have something that is available in between you. Or if you happen to needed or wanted to take a break, you can step out of the dungeon, and go proper again inside — all seamlessly.”

Keep tuned for extra from our interview with Fujibayashi in addition to Tears of the Kingdom producer Eiji Aonuma coming very quickly.

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