The Legend of Zelda: Tears of the Kingdom continues to pave a brand new path for the Zelda franchise, constructing on the beautiful open-world method that Nintendo launched Hyperlink to in Breath of the Wild. However whereas these video games have acquired vital acclaim, some followers desperately miss the “old-style” of Zelda — the extra “linear” video games.
Properly, Zelda sequence producer Eiji Aonuma is conscious of that, and in an interview with IGN, he has a moderately attention-grabbing response. Acknowledging that Tears of the Kingdom has taken the sequence in a distinct course, Aonuma places followers’ wishes partially right down to nostalgia, but in addition on wanting “the factor that we do not presently have”.
Nonetheless, Aonuma additionally appears like, significantly in Tears of the Kingdom, there’s a “set path, it simply occurs to be the trail that [the players] selected.”:
“…it is attention-grabbing after I hear individuals say [they want more linear Zelda] as a result of I’m questioning, “Why do you need to return to a sort of recreation the place you are extra restricted or extra restricted within the varieties of issues or methods you’ll be able to play?” However I do perceive that want that now we have for nostalgia, and so I also can perceive it from that side.”
Tears of the Kingdom actually feels prefer it took on lots of suggestions, significantly surrounding dungeons. Whereas Divine Beasts have been the pseudo dungeons of Breath of the Wild, many felt they weren’t sufficient. Tears of the Kingdom introduces dungeons, and Aonuma talks about these in one in every of his responses.
He mentions that it was the workforce’s intention when dungeons on this follow-up “to place a bit extra density or thoughtfulness into the designs”. And these dungeons embody puzzles, lots of which will be solved by way of a number of options. With Breath of the wild, the concept was to “rethink the conventions of the sequence” which meant the workforce “broke aside” the normal Zelda. Although Aonuma heard fan’s requests:
“However then we did hear the need from followers for a bit extra of a designed dungeon, and that led to our method to dungeons for Tears of the Kingdom. And in order we proceed, every time we’re making a recreation, we glance again at our previous after which take into account the place we at the moment are with the liberty that we give to the participant in these video games.”
IGN’s interview with Aonuma and the sport’s director, Hidemaro Fujibayashi, is moderately in depth and provides us an perception into what the workforce was aiming for with this sequel, in addition to different potentials within the Zelda sequence.
Certainly one of these is the potential of a playable Zelda in a future recreation within the sequence. Aonuma is imprecise, however he actually leaves the door open.
What do you consider Aonuma’s response? Do you continue to desire a more-linear Zelda, or do you take pleasure in this course for the Zelda sequence? Tell us within the feedback.
[source ign.com]
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