The art style seems to be pretty much equidistant between Wind Waker and Skyward Sword.
I think it's tied with Wind Waker HD as my favourite Zelda art style.
Climb up one wall, glider over to the other, climb up that one, gilder some more... rinse and repeat.
In City in the Sky? I can't see how that would be possible with those floating spinning structures similar to fans. Also this:
So I'm not saying there'll be hook/clawshots because I can't know, just that there are many ways to make them still a useful item in BotW. And I'm sure at Nintendo they can get very creative finding even more new ways. But yeah, who knows.
I think it's as far from Skyward Sword as you can get in some ways. That game was chalky, solid, faded. Breath looks much more fluid: everything looks wet and the designs are much looser.
In terms of color palette, though, Breath and Skyward Sword have some broad similarities that belie a shift to subtler tones.
In terms of character design, though, Breath and Skyward Sword have the same coordinates and I've already seen a few scenes where New Link looks awk as hell. They should have put more work into the eyes.
@Dezzy Wouldn't it be possible to use a cloud map that matches the clouds overhead?
Yeah but the clouds aren't static. Watch that timelapse video (https://www.youtube.com/watch?v=n5rpFf4IPz4) They're animated.
They probably wouldn't bother doing the same with the shadows. Too expensive and hardly anyone would notice anyway. Just define the outer bounds of the animated cloud and use that for a blurry shadow. Much cheaper.
@Dezzy Yeah probably. I wouldn't expect 1:1 shadows either. Besides, since they're so far up in the sky and since their borders aren't exactly solid, it doesn't matter anyway. Real life clouds don't produce solid shadows either. I just thought that they could generate a 1:1 map of the top-down perspective of the clouds and translate that into shadow map, but I admit that I'm not well-versed with things like that, no idea whether the Wii U can even handle that or not.
@Tsurii That's a giant caterpillar feeding off Gorons.
I just thought that they could generate a 1:1 map of the top-down perspective of the clouds and translate that into shadow map, but I admit that I'm not well-versed with things like that, no idea whether the Wii U can even handle that or not.
They could. But because that would be animated, it'd have to be recalculated every frame. Using just a premade map like this:
that vaguely matches the clouds overhead would mean nothing new would need to be calculated. You'd just maybe distort it a bit to give the impression of movement.
@Dezzy Yep, that was what I was getting at, not sure how much computing power that requires to generate a new map every frame. Regardless, accurate cloud shadows is such a trivial detail, I'd put that all the way down the list of things that need to be in a Zelda game.
@Chandlero lol fair point:) the art style is absolutely gorgeous - it looks like it is toned down a bit from the reveal trailer back in the day though. Probably in favor of that awesome lighting contrast they have now.
@Dezzy Yep, that was what I was getting at, not sure how much computing power that requires to generate a new map every frame. Regardless, accurate cloud shadows is such a trivial detail, I'd put that all the way down the list of things that need to be in a Zelda game.
Yep, that's why I was skeptical they'd have done it. It's one of those things you barely even consider until someone points it out. About 0.001% of people would think to actually check the clouds to see if they match with the shadows.
Here's a fun exercise along those lines: When you're in the BLADE tower in Xenoblade X, look around the room at the various reflections on the shiny walls and floor. Move the camera around a bit. You'll notice that the reflections have been completely invented. They're not reflections of anything in the room. Just a kind of generic lit-room reflection with the hope you won't notice. Exact same principle. It costs resources to constantly render a new reflections for every new camera angle. Save time by inventing a generic all-purpose set ahead of time that most people won't notice.
Alternative Story Theory - Sheikah created The Great Plateau
The Sheikah were living underground during Wind Waker Timeline. This same area is underneath The Great Plateau is where the Sheikah Monks can be found. The walls that encircle The Great Plateau were created by the Sheikah to protect the people from the evil forces of Ganon that overtook the outside world.
While living underground during the Wind Waker Timeline, the Sheikah used advance technology to raise the land mass creating what is now known as The Great Plateau and simultaneously drain the water around Hyrule. Meanwhile, the Sheikah monks remained underground awaiting for Link to awake.
Once the water drained, the Koroks were free to plant new seeds of life to rebuild the land of Hyrule.
At the end of the game The Great Plateau will lower back down, and Hyrule will be restored as it once was.
The floating landmass was created as additional escape from Ganon for the people of Hyrule. Perhaps many of the Hyrule towns people are living here.
Forums
Topic: The Legend of Zelda: Breath of the Wild
Posts 7,061 to 7,080 of 15,166
Please login or sign up to reply to this topic