Dungeons for Zelda: Tears of the Kingdom has been confirmed in a developer Q&A

[ad_1]

The team behind the long-awaited game The Legend of Zelda: Tears of the Kingdom recently revealed exciting developments, confirming that the new title will include not only vast skies but also complex dungeons.

in An open question-and-answer sessionHidemaro Fujibayashi, the game’s director, said that the dungeon element in the game has been revamped. In this new adventure, a dungeon connected directly to the surface of Hyrule has been introduced, providing a unique action-packed experience for players diving from the sky, unlike anything seen in the previous installment.

Added Takuhiro Duta, art director, and Satoru Takizawa, art director, each dungeon will be infused with the distinct flavor of their respective environments, showcasing a wide range of regional characteristics. They admitted that this design excellence was quite a challenge, but they embraced it to provide players with a satisfying challenge, diverging from the similar design of the Four Divine Beasts from the last game.

As the developers discussed the game’s setting, it became clear that The Legend of Zelda: Tears of the Kingdom is set to offer a vastly expanded world. Exploration of the skies above Hyrule and the addition of caves are newly developed elements, which, according to Fujibayashi, were not feasible in the previous title.

Dohta explained how The Legend of Zelda: Breath of the Wild, the predecessor, was originally developed for the Wii U, which imposed development restrictions. Many of the ideas they wanted to implement had to be shelved, and one of them was the element of aviation. This led to the idea of ​​underground exploration, a proposal that was met with mild protest from the developers.

Takizawa confirmed that the cliffside cave entrances in Kingdom’s Tears are an important addition, a feature that was not present in Breath of the Wild. He believes these additions will change how players explore Hyrule, and even developers are starting to see the landscape differently while working on the game.

Fujibayashi expanded on the gameplay’s evolution from 2D to a more 3D experience. The addition of “verticalization” – gameplay that uses height – allows players to travel seamlessly from the rooftop to the sky. This transition is aided by Link’s new move, “Dive”, and his new outfit of the sky.

Their exploration of sky-based gameplay was not without its challenges. The developers admitted to getting carried away, adding a large number of islands in the sky, which led to designers stepping in to manage the chaos.

The addition of the sky also posed a unique problem for the audio team. The sound transitions, just like the world itself, are smooth, but the background music needs to change according to the situation. This required the placement of transition actuators, a task that turned out to be a challenge, as this was the first time they had considered where the sky actually began.

[ad_2]

Source link

Leave a Comment

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Scroll to Top