The only games ive played that draw distance was an issue in were the Xenoblade Chronicles. I love those games but gosh giant monsters sure are hard to see if you arent right next to them.
I've never cared that much about draw distance for things like enemies. It's really important for the actual landscape because it's very hard to make it feel like you're in a believable world otherwise. But other stuff I'm not fussed about. I remember FF12 had a draw distance of about 10metres for NPCs.
Draw distance matters more for the landscape, as mist is only acceptable up to a point. Fallout 4 is a very pretty game at times, but the landscape just looks ugly from afar.
Enemy NPCs are important to load from a distance too, and that's what Breath seems to be doing well. You can see enemies from way far away with the Sheikah Scope (lul) and probably snipe them too.
AONUMA ON THE CHALLENGES OF MAKING A DAY/NIGHT CYCLE IN LEGEND OF ZELDA: BREATH OF THE WILD
Coming from an Eiji Aonuma interview with EDGE...
implementing the day/night cycle has been “extremely hard”
“We didn’t want to create something that was dark and scary. I’ve been up a tall mountain at night and seen the stars; it was completely dark, but the starlight made it brighter. I wanted our nighttime environment to be something like that. And when it’s dark, there are elements in the environment that glow, so the player can use those to find their way.”
AONUMA ON THE CHALLENGES OF MAKING A DAY/NIGHT CYCLE IN LEGEND OF ZELDA: BREATH OF THE WILD
Coming from an Eiji Aonuma interview with EDGE...
implementing the day/night cycle has been “extremely hard”
“We didn’t want to create something that was dark and scary. I’ve been up a tall mountain at night and seen the stars; it was completely dark, but the starlight made it brighter. I wanted our nighttime environment to be something like that. And when it’s dark, there are elements in the environment that glow, so the player can use those to find their way.”
Coming from the guy who put the skeletons of dead children all over Hyrule field at night just because. Honestly though, the woods at least should be scary at night. Have you ever been deep in the woods at night? It's freaky.
I have been on pitch dark woods at night (it was a firefly tour... But the fireflies weren't so into it) and I'd rather have whimsical glowing forest orbs and cute bioluminescent mushrooms to guide my way.
That feeling of seeing someone walking next to you when there's no one there because darkness and trees mess with your peripheral vision is not nice.
Something I've been thinking for a while, and I don't blame this game for this, but even though I'm sure the dungeons will make up for it, this is in many ways abandoning the traditional Zelda formula. Which I'm fine with but outside of the occasional handheld Zelda, where else am I supposed to get something like that? No where, because why use one of the best formats for video games when you can just desperately try to be Skyrim or Assassin's Creed?
There's a million things you can do with this and like 4 or so franchises in the history of 3d video games have done anything with it. What?!
So especially with 3D Zelda taking a different direction, until I am proven otherwise, the rest of the game industry clearly does not want my money.
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Topic: The Legend of Zelda: Breath of the Wild
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