Nintendo faced a big challenge when developing The Legend of Zelda: Breath of the Wild. Primarily a Wii U project, since Summer 2014 series producer Eiji Aonuma has spoken of the most ambitious title yet in the franchise, of an open world that's truly alive and fantastical. Some remarked that we'd heard bold statements before The Legend of Zelda: Skyward Sword and then realised that, although a game with many merits, it was arguably the same-old established series structure with a fresh lick of paint. The second concern regarded Nintendo's ability to create a systems- and physics-driven world, especially as the open-world genre has been established and arguably mastered by other companies. What could Nintendo do differently and, more importantly, could it apply the magic that accompanies Legend of Zelda titles?
Well, the pleasing news is that Nintendo appears to have hit upon something special with Breath of the Wild; either as a fond farewell to Wii U or as a launch title for Switch, it has extraordinary potential to deliver. Nintendo is keen for many of the game's mysteries to be kept hidden until review time, however, so this preview reflects on our opening hours in the game on Switch - there'll be no story spoilers here.
The opening 20 minutes are certainly familiar, as it's the same as the 'E3 demo' that had previously done the rounds. You are free, naturally, to wander off and play in the initial sandbox, but there are also clear prompts and directions. What comes next is an extremely hands-off learning session - not much of it is a 'tutorial' in the conventional sense - as you set about some early tasks. The opening area - the now familiar 'Great Plateau' - is hefty in size, and you have targets but no instructions or recommendations on how to reach them. Nintendo wants you to learn by your actions, and from your many mistakes.
You'll see the game over screen a surprising number of times, and very early. Veterans of the series may be used to playing through conventional adventures with nary a single Game Over, but you will die in this game, often. You simply hit continue and try again, with the game's frequent autosaves ensuring that you often lose less than a minute of progress, sometimes merely seconds - you can save manually, too, with one save per 'user' on the system, mimicking the Wii U approach of giving each user their own unique save data.
Dying doesn't feel like a defeat, but as a lesson learned. You learn to appreciate Link's stamina gauge after he falls from a climb that was too high. You realise that spamming the attack button doesn't always work, so you experiment with jump attacks, strafes and blocks. You also learn to appreciate your environment - gauges in the bottom right show the noise you're making, the temperature and so on, and you start to pay attention. You crouch so enemies don't know you're coming, and you chastise yourself when you charge into a cold area and Link collapses from exhaustion.
You discover cooking, with the intricacies left to your instincts and experimental approach. You can try apples and mushrooms together, and when you create a favourite dish you can check the manual and snap a screenshot with the system's capture button. Different food qualities emerge, too - as you approach the aforementioned cold areas you'll see chilli growing, and so you create food that makes Link resistant to cold. The game isn't afraid of throwing in some peril, however, as food-based buff effects have time limits and you strive to keep Link warm enough to reach your goal.
Survival is a surprisingly tricky business, then, and you find yourself hoarding, gathering and managing items in a way that can seem daunting at first but soon becomes natural. Weapons are found and stolen, for example, but they all have varying strengths and break, some after more punishment than others. Link, such a slim hero, can only carry a small number of weapons, shields and bows / arrows; in fact here's our only minor complaint so far. Inventory management to 'drop' one item and pick up another isn't quite as snappy as we'd like, though you can avoid the menu by simply quick-selecting and hurling away your spurned weapon, if you master the controls to do so quickly.
Utilising the D-Pad allows you quick swap between weapons and Link's Abilities, which were showcased extensively during E3 last year - such as bombs, stasis and so on for manipulating the environment. With practice it becomes easy to utilise all of these controls, mechanics and menus either on the fly or in a battle (quick-swapping weapons prompts the action to pause briefly), so despite every single button and input being put to work the mechanics fall into place and become intuitive. Fans of precision bow-work on 3DS and GamePad will also be pleased to know that motion controls can be used alongside the right stick when aiming shots, too.
The mechanics, importantly, retain that Legend of Zelda feeling despite the substantial evolution that's taken place. For example there are areas - like those Shrines shown off at E3 - with fixed 'Zelda-like' puzzles that raise a smile and feel familiar, and other challenges that make you think and improvise in the wider world. The series DNA is still here, but in a more creative, surprising environment.
Link controls rather like his Skyward Sword iteration, so he's dynamic and athletic - he's also been adapted to suit the new demands of the world he inhabits. He instinctively starts to climb when met with a steep surface or even a tree, while you can take a leap of faith towards a wall for him to grab on and start climbing. This prompts a very different assessment of the world - it's no longer A to B, but rather A, figure out where B is, and then get there via C, D, E or F. Approaches can vary wildly when heading towards a goal, whether it's the long steady route or a gutsy but risky set of climbs.
This is a game, ultimately, that suits your playstyle, whatever that happens to be. We played the opening with others in the room doing the same, and each individual tackled the tasks at hand in different ways. What was common across the different systems, though, was the fact that the game was drawing players into its world.
As you'd expect, you get to leave the Plateau eventually - again, we won't say when or how this happens. You then realise that you're only at the beginning of an enormous journey, whatever direction you take and whatever areas you 'reveal' on your map, you'll gain an appreciation of how far there still is to go. What we can say is that you do have ways to follow objectives and push on with key events, even if you take detours. Some will simply pick a direction and go exploring, others will target key progression points, while others - like this writer - will head in the vague direction of a primary objective with an allowance to get distracted.
For example, while a player near us was setting off plot points, we explored some nearby woods, protected two strangers, triggered an unexpected game-wide collection quest, and tamed our first horse. After seeing off a surprising variation on a foe we saw a group of four wild horses; at first they saw Link coming and scarpered, so we began to crouch and sneak. We had no idea what to do when we reached one (again, no 'tutorials' as such) but followed button prompts. Even after harnessing the horse and 'soothing' him, to build a bond, he still bucked and occasionally rebelled. We eventually learnt that if you find a stable you can board your horse there and register them as yours, giving them a name and in the process ensuring you can whistle them over (as long as they're in hearing distance). All of this just happened, as we explored, experimented and talked to locals.
So while one player was watching a cutscene, we were chatting to locals about horses.
Once you arrive in the broader world you appreciate that it is genuinely systems-based, and often spontaneous. Sometimes you'll meet characters along a certain path, sometimes you won't. Places and people behave differently depending on the time of day, rocks become too slippery to climb in the rain, and bokoblin camps can be infiltrated with stealth at night when half your foes are asleep. You can spend time cooking, resting, taking on small jobs, or you can target major events. What is for sure, though, is that unpredictable things happen, you get distracted by something interesting - and perhaps mark it on your map to revisit - and progress is rarely simple and linear.
As it's an important topic, we'll also touch upon performance. We're yet to play a retail build of the Wii U entry, but were concerned by the performance of the E3 demo. On Switch we have better results and a generally solid 30FPS, which holds true for lengthy periods. There are occasional dips, however, normally for a second or so, that seem to trigger when the game is streaming assets or - less commonly - when particular effects kick in. Generally we've been pleased with how it runs, all told, as it's enabled us to get immersed into the experience.
Visually, we have two key points to make. On a technical level you can see the Wii U roots, and it's unclear how much further Switch could go in a bespoke project. Some textures are mixed in quality, and the 'jaggy-free' photo-realistic visuals we've come to expect in games like The Witcher 3 or Horizon Zero Dawn are a different matter altogether. However, Nintendo's done some incredible work with art design, with a slick and painterly look, while the environments and lighting are breathtaking at times. The dynamic world means you'll see flocks of birds at different times, or you may be gazing upon the landscape from a high point when you see a group of wild horses running in the distance. Playing in portable mode, the visuals transition very nicely indeed, with the quality of the screen helping the visuals to pop. The 900p resolution looks attractive on our large TV, while the 720p portable resolution suits the console's small screen just fine.
Audio is another key point. Much was made, from E3 demos, of the shift in approach to music in this game, moving away from fixed transitions and bombastic tunes. Like the ever-changing and adaptable game world the soundtrack dips and rises to match events, but it's a game very much boosted by a pair of headphones or good speakers. The sound design is impressive, subtle enough to let the imagery lead the way while also contributing to the atmosphere and impact of the action. You can hear the sounds of animals, but occasionally a small piano riff will suggest an upcoming change in circumstances; it's clear that great care was taken in this area of development.
This is a game we could write and talk about almost endlessly, as in its early stages it has truly drawn us in - Breath of the Wild blends true open-world mechanics with the touches and fairy dust that makes Legend of Zelda games so special. It's an intoxicating combination, and the exciting thing is that this has just been an early taste; we can't wait to experience all of what it has to offer.
The adventure is only just beginning.
This preview was completed on final retail code on the same copy and system that will be used for review. Nintendo provided the game and a Nintendo Switch at a press event, as a precursor to us taking the system away and completing the review in our own environment. Nintendo provided some refreshments and accommodation while we paid for our own travel.
So glad I got my Special Edition preordered and ready for next Friday.
I am so glad this is the final game in my Wii U collection and the start of my Switch collection
7 days remain. Only 7 days before I can play it.
... Seems a rather long time away after reading the preview.
Any questions just tag me @thomasbw84. Bear in mind I'm respecting the embargo though, so don't get annoyed if I just say EMBARGOED in response. I'm sure the relevant sub-reddit has all the spoilers in the world if you want them!
Did you find any towns?
@Dezzy My playthrough is now a bit beyond what I was supposed to talk about in the preview. Yes there are towns, just as Nintendo's promised
But no, I'm not allowed to say what towns are called etc.
Are you allowed to communicate it via smoke signals?
This was made on the Wii U!!! Third parties take note. A bad craftsman always blames his tools! Nintendo rules
@thomasbw84 I've never really played much of Zelda, i.e. never gotten too far through of any of them I have played. Aside from the obvious "modern" open world aspect, does it stay pretty traditional to its roots?
I can't wait for it! The idea of exploring that huge Hyrule just as I want, with no more handholding (I hate you, Fi)... Only one more week!
Can you see influences from MonolithSoft and XCX in the overworld, and in the exploration parts? At least for me, discovering Mira was one of the extremely high points of that game.
Given all the videos/previews/first looks have all been in the Great Plateau, what kind of unreported surprises can we expect in that area.
Or maybe put in a more non spoilery way, is there a lot in the GP that has not been covered yet?
What was your favorite death/most unexpected/silliest?
I was tempted to get the Switch to play Zelda:BOTW but then I read this article that this game is designed and setup for the WiiU [ https://is.gd/aarGgQ ] and I would be missing out on the most excellent second (tablet) screen for an inventory.
Dawn of the Final Week
When is the embargo over?
@Dezzy Nintendo's spies are everywhere...
@Nin10doh I guess to reiterate a point I think I made in the preview, this still feels like a Zelda game, but it's also a big evolution due to the way the world is constructed and that you aren't walled into small areas. Yes and no really, but as a long-time Zelda fan I'm still getting the series vibes, albeit the experience is fresh and different.
@Luna_110 I think even the publicly available screenshots show some similarities. It certainly feels massive, and I'm impressed with the design (again, Nintendo's own trailers and assets show that off, without me spoiling anything).
@JonSpangler As for GP, the difference is now you can explore fully, rather than patch together 20 minute segments from demos, so I think a good amount of time could be spent exploring it. My favourite death was standing at a high point and accidentally blowing myself up, sending Link into a rather big and comical fall.
This sounds absolutely awesome. Just what the Zelda series needed.
I'm ready! But, I do hope we don't lose iconic characters or items like Epona and the Master Sword. Would be kinda lame if the master sword is just a regular one that breaks...
@ThomasBW84 - Some people are saying it could be the best game in the series. Ever. Some are even saying it could potentially be the best video game of all time? What are your thoughts on the matter?
@ThomasBW84 Thanks for the quick reply. I wasn't sure how I would like a Zelda game being GTA-esque, but it sounds like much of what makes this series shine is very much intact.
Hype. Just a lot of hype.
One more question (for now, and thanks for your answers)
How long is a "day" in the world? And How random did the weather changes seem? Could you see rain coming from high ground before it got to you?
1 week again...
@thomasbw84 Thanks for the preview, I do have a question:
One thing that concerned me about initial gameplay footage was the fact that you could pause and eat at any time--Even during combat. I hate it when action RPGs do this. A good example is the original NieR on PS3. That game is so mind-numbingly easy because any time you ever get low on health, even during a boss fight, you can simply pause and heal. You never die.
This seems to be the same in BotW as well, and yet I hear many outlets calling it the most challenging Zelda since the NES era. If you can heal at any time, how can this be?
I'm curious , everything up until your preview has said 1080p in docked mode for Zelda - is It truly only 900p??
@naut Well, enemies and the environment can wipe you out quickly when you make mistakes. Plus resources are limited, so you only have so much food and meals, plus as you see in the screens and footage that's been allowed to date Link's health is limited.
It's a pretty challenging game, but you lose so little progress with a death that you typically try again or avoid the danger.
@hippoeater Digital Foundry did its pixel-counting business and figured out it's 900p when docked.
@naut I guessing that the fact that you never know how hard your going to get hit, if you'll get knocked down onto a rock, and take environmental damage would be have to be considered.
There was a video a few weeks back, that showed Link taking initial damage from an enemy, or explosion (can't recall which), but as he was sliding across the rocky terrain there was extra damage taken just from that also.
I love it when I find a game I can get lost in just wonder around in and explore, no set path to follow, no rush of point A to point B and from what I've seen of this game it is truly breath taking it looks beautiful and it looks like Nintendo may have out done themselves possibly set the bar again much like they did with Ocarina of Time.
I really simply cannot wait till March the 3 gets here its been a little while since I've been able to play a title that looks so mesmerizing as Breath of the Wild does.
@ThomasBW84 Are there frequent cinematic cut scenes while you progress the game?
Oh wow! Thanks for the info!
So excited! I had a go on it at the Switch event, and it was a catch 22 as I both wanted to play it as much as possible as well as refrain from spoiling too much.
On a side note, can anyone help me find any BotW amiibo online (UK)? I thought I had pre-ordered them, but turns out I completely forgot :/
@Felibert Well, I'll stick to what I say in the preview, I'm engrossed and enjoying it a huge amount. Too early in the process to make a statement on whether it's the 'best', especially as it's so different to previous games. I'll certainly share thoughts on that by review time though!
@KongFu Not sure I'm allowed to say, to be honest.
@JonSpangler I haven't actually timed it, but I will! You can see the time bottom right in any screen, and if you look closely there's a 'forecast' showing the weather in eight hour chunks of the day, so you have an idea of the changes that are coming.
The sky box is pretty and dynamic to the weather.
One week! I just can't wait. Now, correct me if I'm wrong but, this game will be bitter sweet for the Wii U version since the removed full Gamepad compatibility for the console. Right?
Nothing helps with immersion more than desyncing joy-con.
Hopefully it's a masterpiece.
Would like to ask if the stamina bar is as restrictive as it seems in previews, and that if it can be upgraded in playthrough?
Is this Hyrule as big as the world in Xenoblade Chronicles X?
@Jd12345678 Hasn't happened to me once
@ThomasBW84 I noticed that all your screenshots are at 1080p, but all of USGamer's are at 720p, and those are said to be straight from the share button. Does the share button in fact produce different resolutions depending on docking status?
Also, did you notice any significant differences in quality when docked and undocked? For example, does the depth of field in the second screenshot translate well onto the smaller screen?
Can't wait. I always get excited for a new Zelda being released, and I love how this game looks to really mix up the formula. Only a week to go!
@ThomasBW84 Got one more: my girl friend got really hooked during the pre-launch phase that she decided to preorder a switch as her first console including Zelda. Is the game as intuitive as most of Nintendo's past games, so that new comers can jump right in or would you say that it is more suited for experienced players?
@ThomasBW84 My most important question: Are you having fun playing the game??
So I noticed:
@dsparil Ah, interesting. I haven't actually moved any of my system screengrabs (using that share button) off the console yet, but it wouldn't surprise me if they're 720p. Those screens in the article are Nintendo assets, but we'll have a chat in the team around whether we used captures screens or 'press' ones in the review.
I've been capturing quite a lot of screens though, so we'll look into options for sharing them anyway.
I think the game looks really nice on the portable screen, because that resolution on a clear 6.2-inch screen is just fine. Before review time I will pay closer attention to the sort of detail you mean, like depth of field, draw distance / visibility etc. That's something I should look at a bit more closely.
@Kanbei22 Yes, lots!
@KongFu Yeah, as I say in the article it's oddly difficult in that you see game over quite a lot, but the point is that the design and style of the game means you can try and avoid danger if you're struggling. The frequency of the autosaves and the freedom you have in how you approach things should mean that less experienced players can spend time working their way into it and learning how to play.
So a player may die a lot, but they're not really 'punished' much, if that makes sense...
@Dark-Link73 This is my one major question about the game, and seeing as all the previews seem to be being played on the Switch, it's one that might not be answered until launch! Does the Wii U version utilise the gamepad and if not, why not? This quote from Aonuma about the game not supporting HD Rumble on the Switch also makes me think it won't utilise the Gamepad: "The purpose of the Switch version was to provide exactly the same experience as on Wii U, and vice versa. If we had started to adapt the game to the Switch features, it would not have been the same game. So, beyond the graphic differences, we did not really explore the specifics of the new console."
"This preview was completed on final retail code on the same copy and system that will be used for review. Nintendo provided the game and a Nintendo Switch at a press event, as a precursor to us taking the system away and completing the review in our own environment. Nintendo provided some refreshments and accommodation while we paid for our own travel."
Being almost used to video game outlets being practically "bribed" by companies to get higher marks for their games and other shady practices, I'm really glad you're being clear about the way Nintendo approached you, what they paid for and what they didn't. Good job.
@ThomasBW84 Hey mate, thanks for the prev. and just a quick question. When you approach a new landmark i.e. the stable you mentioned. Are you prompted with a subtitle that tells you the name of said stable or is it strictly learned from npc's. Maybe ? marks then after you've learned it prompts on the next approach.
@Kit There is no second screen inventory management on Wii U,it was dropped to make both versions play identically.The Gamepad screen now only mirrors the TV.From what I've read elshewhere though,the inventory management feels like it was designed with the 2nd screen in mind.That might explain why @ThomasBW84 was finding it a little clunky?
Just got back from a Switch event in London , and while I only got to play this for 10 minutes, my god were they incredible. I agree with the above about the presentation. While it's still very pretty, it is clear that this was built for Wii U and the noisy room didn't allow me to appreciate the music appropriately l.
All in all though, majorly excited for this.
1 week to go.
Oh yeah, the Switch is a beautiful piece of kit, really classy looking and well made to boot
Great preview, really draws you in and have to admit I'm very excited to play this now. I'm a fairly casual Nintendo fan so the last Zelda game I played was Twilight Princess on the Wii, but I've been gradually getting more and more excited and this next week is going to be AGONY.
@ThomasBW84 You've opened the floodgates there, so I'll ask the big one:
What refreshments were provided at the event?
@Maxz Asking the RIGHT questions!
The frequent saves are a wonderful detail for me as my gaming time is often quite limited, and I had some reserves about an open world Zelda game. This preview was really well written, didn't spoil anything (phew!), and has me even more excited for the game!
@Thomasbw84: Are there any favorite/whacky food combinations that you can divulge? Link is probably a gourmand by this point.
Amazing. Really can wait for this game
Thank you NintendoLife for not including any spoiler-y image. Apparently everyone else has difficulty understanding this.
@ThomasBW84 Is the 3 hour battery life estimate when playing handheld accurate?
Trying to self limit what I read and watch re this, but what a launch game, every little thumbnail/screen shot I see looks totally amazing. Nintendo make some brilliant games, playing through this will be fun
@thomasbw84 How long should I expect to stay up for on Friday night playing Zelda? 2am? 4am? 8am? I think 8am.
@ThomasBW84 Have you tried Wolf Link Amiibo yet and how does it work exactly?
@ThomasBW84 Do you have much knowledge about the difference between the Switch version and the Wii U version? If so can you tell us anything?
@BinaryFragger I'm not sure this will be better than Fable 2 on Xbox 360
It has common zelda things such as the master sword, the triforce, link, zelda, ganon, and dungeons. But the gameplay seems completely different.
@ThomasBW84 Any frame rate issues?
I have this preordered for Wii u but I'm having second thoughts about getting it for the switch one day. Problem is it will be a while before I get the switch, like at least a year, maybe two.
@OorWullie Seriously?!! They really didn't make use of the WiiU controller for the inventory, what's wrong with these people - if you've got the hardware available use it and this is on their own IP. Unbelieveable!
Can I just say, looking at some of the previews, it is reeeaally evident that Eiji Aonuma wasn't kidding when he said "...they kept thinking of more and more things to do with the open world format...". Man, this will be the slowest week in my life!
@Kit they basically scrapped any WiiU functionality when they knew the system was dead. Would be hard for ten to create two different inventory management systems I suppose. What's funny is the slate is ckeaely supposed to be a game pad, so they probably removed some cool second screen ideas.
@Steelhead me too. I would rather play in a portable fashion since I travel a lot for work, but won't be getting a switch until fall in all likelihood when I know more about games and features. It's quite the dilemma.
@FelixTheMagician Yea I figured as much, I was more concerned about the overall RPG elements. After a while GTA just becomes highly repetitive, with nothing to do other than to mess about.
Usually with Zelda you always have some objective, whether main or side, to complete.
I don't know why I am buying more than one game for launch instead of just Zelda since I'll only be playing that for the next six months.
Nice preview! Now its waiting for the review, and a fan-daby-dozy video from our man Alex!
So you guys will review the Switch-version? Hopefully you guys also write something about the Wii u version, how it compares. Its a Wii u title first and foremost!
lol that's exactly why I didn't eat anything else to go with the Switch. March will be the official month of hyrule.
Great work on the preview, BOTW is my first foray into Hyrule. But I have played games like the Witcher 3 for more hours than I can count. Would you say the combat is similar to the Witcher 3 style?
@Barely_Able Yeah, I had the impression this game was supposed to be about Link using a Sheikah "tablet" to help succeed in the game world. Now not so much.
I noticed you saying that with all of the frequent auto-saving, a player may die a lot but is not necessarily punished much for it. That sounds good for an initial playthrough, but do you know if there's a way to decrease the frequency, or even altogether disable, the auto-saving feature? Perhaps on the upcoming "hard mode", or is it an option right out of the box?
Some of us might prefer the extra challenge! Anyway, great write-up as always!
@ThomasBW84 thank you for the amazing work on this and other stuff on this site. I used to rely on IGN for info but this has been my new info hub for a while now. My question...I know you can't share the story but how hard a time will timeline theorists have placing this game? Just curious.
Can Gamestop send me that Special Edition already?!!!!
I can't wait any longer, this forsaken month of February.....
Idk if this is something you can say but, I saw a screen shot of Link in a sort of in-game photo mode. I know you said you can snap pics on a system level, but what about in-game? Is there a mode for taking pics in game?
Sounds like they took a page out of Monster Hunter's playbook.
Food/drink buffs to counter cold/hot weather, stamina, hunger, precision combat, gathering and crafting...
I am convinced this could be... the greatest game of all time. And even if not... it'll surely be in the ballpark.
It will take some serious performance issues to make me wait til I can afford a Switch but I will be gutted if the Wii U version is a stuttery mess like Lego City was...
@ThomasBW84 is the Wii U version a bit juddery like ACIV or is it horrible like the pre-update Lego City U was?
I know you said that you have yet to play the Wii U retail version. Would you happen to know what controllers are compatible with BoTW Wii U? Also, any news or confirmation regarding gamepad off-tv play. Thank you 😊
@ThomasBW84 When I watched the gameplay videos during E3, one thing that stood out to me was how there were 4 runes to be found on the Great plateau, (bombs, magnesis, stasis, and cryonis). To me, that seemed like a lot of items for the first part of the game and I thought this was done mainly for the demo. I assume that these items would be a bit more spread out in the actual game. Can you shed some light on whether or not the E3 demo and the Great Plateau in the actual game are exactly the same and, if not, what are the differences? Thanks.
That's it - cancelling my preorder again...!
has any reviewers got retail version of the WiiU edition
It's hard to believe that we are only less than a few weeks away from exploring this epic world! Nowadays i almost never purchase games on day one but for Zelda I am all too happy to make an exception! I will be enjoying this game on my trusty Wii U until more of the big hitters arrive on the Switch, then I will jump on board!
@ThomasBW84 Great job !! Thanks a lot for avoid spoilers !! I really enjoyed reading this !!
@ThomasBW84 When does Nintendolife expect to get their hands on a copy of the Wii U game to compare the two versions? To me, the most important remaining question is how well the final Wii U build performs. I'm already as hyped for the game as can be, I just need to decide for sure whether to wait until I can get a Switch to get BOTW.
One of the things that has me excited for BotW is that Aonuma seems to know what elements from the first Zelda to pull from and what elements to leave out. Before this game got revealed for the Switch I saw a lot of people online hoping that this game would be a lot like the first zelda with virtually no sense of direction. In a recent interview Aonuma stated that he doesn't fine being lost without any sense of where to go to be very fun. He would rather players have the freedom to get lost in a world out of their own desire for exploration.
That difference right there is key for me. I really don't like Zelda 1 because it feels a bit unfair to me. There is a lot of aimless tedious wandering in that game that makes it feel like it's wasting my time. I really am excited by Aonuma's comments on the sense of exploration in this game. I am definitely going to preorder soon (Gonna get the game on Wii U plus that Limited edition guide by Double Jump)
@abbyhitter According to Commonwealth Realm on YouTube - and other sites - the world of Hyrule is about 140 miles big. I saw somewhere that said that's about 15 miles smaller than the world in XCX.
I'm so excited for this! Only a week to go! Which reminds me I need to get my BoTW prints up on Etsy
Are there any cities, villages or anything in the game? With such a huge world I should assume so, but so far from all the trailers/previews I haven't seen anything where you can hmm, dunno, stay in the tavern, talk with locals, get side-quests etc. (something like Skyrim). Based on everything I've watched and read so far, the whole Hyrule seem rather empty, with the exception for goblin posts everywhere, a couple of dungeons and a tons of open world puzzles.
So, my question: is Hyrule empty or not? Is there enough to explore which isn't just land or ruins? Are there villages you can fast travel to?
IM READY FOR THIIIIIIS GAME
Simple question about death, do you respawn with 3 hearts, 6 hearts, or full health when you die?
@mateq I don't know if you've seen any of the videos, but I think the newest trailer shows that there are villages.
Just a short week to go..... I'm so ready!!
@Koudai1979 I've just rewatched majority of the trailers and the only places you can see are classics like Hyrule castle, Kalikori and Gerudo village. I suppose we can expect Zora's Domain and Goron City but that's what we also have in a small Hyrule of Ocarina of Time. For a big map like Breath of the Wild (apparently bigger than Skyrim) I'm expecting at least 1 huge castle (Hyrule castle), 10 big cities and around 30-40 small villages on top of dungeons and various ruins.
But so far from those gameplays I've watched the world looks really empty, or rather only populated by bokoglin outposts, hence my question.
I'm sure I'll still enjoy the game and can't wait till March 3rd to see for myself how the world really looks like, but it would be great to know beforehand
@Thomasbw84 How much of Link's combat ability is tied to Z/L/ZL Targeting? Is it possible to do everything without that system? Has it caused any trouble while using it?
I'm convinced that the reason we haven't seen much of the WIIU version is because it plays and looks EXACTLY the same as the switch version. Albeit with a 720p max resolution on the TV. The sound is confirmed to be better on the switch. I'm not fully convinced of that either though.
All of the WIIU footage we've seen thus far have been OLD footage. Not refined with Nintendo style final detail. We all know what Nintendo is capable of on their own hardware. They've been giving the shine to the switch version but get ready to read an article saying "graphical details on switch identical to WIIU version".
Did Nintendo life already show link with his green tunic?
I found a video of a guy on youtube showcasing it so if u dont want to get spoiled dont look.
Here is the video skip it to 5 minutes. He hasnt have the full tunic yet, but only the trousers of time and his hat
@mateq That's cool. I saw on a few sites comparing the world of Hyrule to those of Skyrim and Witcher 3 and they said it was bigger than both (not combined) even with all their expansions, so it may have a comparable amount of towns and villages. They said it is 140 miles big. Still a little smaller than Xenoblade Chronicles X, though.
On the other hand, I really like the wide open areas and forests.
This new Zelda is like a cartoon version of Horizon Zero Dawn. Both games are very similar: open world game set in natural environment fighting robots. Did Sony put out Horizon close to Switch's launch on purpose?
How about doing a Wii U version preview?
Its hard to believe that in six days we will finally get our hands on this game! Regardless if we play this on Switch or Wii U (Switch for me) I have a feeling we are all in for a treat~
@ThomasBW84 hi, thanks for offering to answer questions ☺
Can you confirm that there are actual, large Zelda dungeons? Someone on here assured me there were, but I've not read anything about them myself.
@Kit I was bummed too when I heard the gamepad wasn't being utilized. But that would make the Wii U version the definitive version of the game despite the lower resolution. I suppose Nintendo thought making them identical would be the lesser of two evils. Personally I would have bought both versions regardless.
@Deadlyblack Offtopic but what an awful cartoon your gif is. Do you like that show? Lol
@LetsGoRetro Haha, yea i enjoy it. Always makes me laugh. I know a lot of people hate it, but differing opinions is part of life.
@Koudai1979 If that's right, it's massive. XCX is a huge game and it takes a long time to get even across one hexagon on the map, let alone from each individual area. I've been playing for 30 hours and have still only reached 3/5 areas!
@HeroponRiki From what he wrote, dying is game over, no respawn at all, you just load up your last save and continue from there with whatever health you had when you saved.
10 out of 10 in Edge magazine
"I was bummed too when I heard the gamepad wasn't being utilized"
People are screaming because Nintendo supposedly scrapped some Wii u gamepad functions so they could make it almost identical to the Switch. But the Switch can do almost anything that the Wii u gamepad could, minus asymetric gaming (and I guess that still could be achieved with the Switch in some way).
But would those things be very important? And weren't you guys all screaming that you wanted a Zelda without any fuss? Now you get one, and its still not good...
@eruanion good point.... Since it looks like the Switch might be hard to find for a while, I would consider getting the Wii U version.
My first Switch game, I hope that brings more than 15, like the Wii U did, to my shelf.
@alasdair91 lol I haven't played the game yet, but I'm looking at getting it from either eBay or Amazon.
Anyone else playing OoT Master Quest to get ready for Legend of Zelda: Prepare to Die edition?
itz also on wii u, it doeznt count lololol
Looking forward to picking this game up, which unfortunately won't be during the Switch's launch.
Pre-ordered on Wii U
@Kit The Wii U version won't have any advantages. The GamePad was originally going to function as a second screen, but that's no longer the case.
@ThomasBW84 Are the horse controls better than the ones in Twilight Princess HD? I really didn't like what they did with them in that game...
@Shinnos Yeah, it is a shame Aonuma decided to do that. When TP was released on Wii and GameCube (and even on the Wii U remake), each version provided different features without feeling like different game. The GameCube version is the original experience with Link being left handed and having traditional analog controls. The Wii version featured widescreen support with progressive scan graphics, motion controls, and IR tracking for more realistic feeling and accuracy. The Wii U version provided HD graphics with the hability to have analog and motion tracking alas the IR controls, touchscreen support, and amiibo support.
Each version of the game is slightly different, but at their core, they are all the same game. I trully feel Aonuma made a huge mistake in not utilizing each console's individual features. Perhaps he just went the lazy porting route like Activision and others use in making games for different consoles in orther to maximize profit. Or simply they didn't have the resources to have a simultaneous launch.
Whatever the reason, it is a shame.
I feel the Wii u version won't be on shelves for ever. So there'll be no hanging around waiting to get it cheap. Spending 50 quid for a game is nearly against my nature at this stage. I did it way to often in the past.
Don't blame me, blame CEX.
@ThomasBW84 So far, is it better than the other 3D Zeldas?
Wow zelda switch/wiiU got a 10/10 on Edge review. A Perfect score.
Yeah can be ugraded, almost everything u see, hearts enegery etc.
I even saw a video on youtube that u can dye your cloths. What more can we do in the game, so much to do its awesome.
@nab1 this is exactly why NintendoLife is my go-to source
Hey everyone just a quick question.
A couple of weeks ago there was a Q&A with Miyamoto and Ayonuma.
Did they mention the Happy mask sales man?
Becouse in 2015 they mentioned him, returning in a new Zelda game.
Can't wait for my Special Edition to ship. Hope it arrives in time for Friday, or at least early next week. With the in-game clock, is it real-time or, like other Zelda games, does time progress on its own?
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