Thirty years ago, Nintendo's original Legend of Zelda made heads spin by introducing a quest so large you couldn't solve it in a single sitting. Twelve years after that, Ocarina of Time set numerous benchmarks for 3D games, including lock-on targeting and a vast, interconnected world.
This week, Eiji Aonuma pulled back the curtain on Breath of the Wild, the next chapter in the series and, according to Aonuma, the next seismic shift in franchise conventions. Many elements have been refined; others overthrown by brand new ideas.
Here are just a few ways Breath of the Wild is poised to revolutionize The Legend of Zelda--and perhaps open-world design as a whole.
Thematic Subtitle
Previous Zelda subtitles such as Majora's Mask and Twilight Princess referred to people or things of significance to a game's story or mechanics. Aonuma chose Breath of the Wild to draw attention to the central role Hyrule plays in this new adventure.
Fruit grows on trees, gusts of wind can spread fire from cookpots to dry grass, wild horses can be tamed, and enemies sleep, hunt, and go through other motions of their own accord. In Breath of the Wild, you'll inhabit a Hyrule that will force you to react, rather than the other way around.
(Selective) Voice Acting
Nintendo's hands-on demonstration opens on a dark screen and an accented female voice bidding Link to awaken. Is it Zelda? Maybe. Probably. But that doesn't matter. What does matter is that characters in a Zelda game will finally speak beyond battle cries and shrill commands to WATCH OUT! and LISTEN!
Some characters, though not all. Link meets a mysterious old man after leaving the dwelling where he wakes up from his century-long nap, but this NPC's dialogue only appears in text. The game's still nine months away from release, so it's possible Nintendo hasn't finished recording or implementing voicework yet.
I'd be fine with Breath of the Wild adopting an uneven split between text and recordings. Using voices sparingly will lend those instances greater weight.
RPG Mechanics
Zelda II: The Adventure of Link dipped the franchise's toes in the RPG pool by way of stats you leveled up through combat. In Breath of the Wild, Zelda dives in head first. Weapons degrade with use and deal a critical strike before breaking, items such as tree branches and woodcutter axes can be used in a pinch to attack enemies, scavenge clothes that exhibit unique properties, and consumables can be cooked in assorted combinations to concoct elixirs that boost stats such as stealth and Link's stamina gauge.
Speculation has arisen from weapon degradation. The final shot of Nintendo's reveal trailer shows the Master Sword sheathed in a pedestal tucked away deep in a misty grove. Assuming the Master Sword can't be broken (nor should it), retrieving it could reduce or negate the role of makeshift weapons like tree branches as makeshift weapons--serving as a clear indicator that you've reached a major milestone in the game.
Emphasis on Realism
Don't expect to be able to smash pots and cut grass to find hearts when you're in a jam. There are no hearts in Breath of the Wild. To recover health, you'll have to find or cook meat, or eat apples. Link grows cold in snowy regions until you clothe him in thicker garments or build a bonfire. And bonfires can rage out of control if a stray gust of wind spreads the flames into dry grass.
One lesson I learned the hard way is that Link can no longer take flying leaps off cliffs of any size and skirt damage by landing in a roll. Instead you'll have to pick your way down to the ground or after retrieving a paraglider that functions similarly to the Deku Leaf-like parachute in Wind Waker.
Don't worry: Breath of the Wild's physics aren't out to get you. You can harness them to solve puzzles and pull off amazing stunts, like the way Valve's Source engine facilitated realistic puzzles in 2004's Half-Life 2. One popular GIF making the rounds online features Link setting a fire to create an updraft, leaping off horseback, riding the updraft using his paraglider to gain even more altitude, and then whipping out his bow to fire an arrow into the eye of the Octorok-like Guardian monster below him.
Repurposed Rupees
Ocarina of Time gave players two ways to get more items: find them out in the world, or buy them. The Hylian Shield could be found in a crypt below a gravestone in Kakariko Village, or bought from a vendor. All you needed were rupees, available in such abundance that most players maxed out the highest wallet size before the game's halfway point.
Although Nintendo promises that rupees are present in Breath of the Wild, I didn't find a single one during my 40-minute demo. And even if I had, I wouldn't have known what to do with them. What do I need with rupees when any heavy object I pick up can be used as a weapon, and tunics and trousers are contained in crates and treasure chests?
My guess is that Link will come across vendors later in the game able to perform services only money can buy, such as reinforcing items to prevent them from breaking, forging some of the suits of armor Link can wear, or imbuing equipment with special properties.
Technology
The second-most obvious departure from convention, apart from voice acting, because it's made clear early on: technology has permeated the Zelda universe. Link regains consciousness in a glowing pod, uses a Sheikah Slate that overtly resembles a tablet, and fights monsters that seem partially cybernetic.
Trivia buffs know that technology nearly fused with Hyrule's high-fantasy world much early--at the genesis of the series, in fact. Shigeru Miyamoto envisioned The Legend of Zelda as a science fiction game where players collected electronic chips instead of golden triangles, and traveled back and forth through time to solve puzzles and complete dungeons.
It will be interesting to see how technology will affect moment-to-moment play in Breath of the Wild remains to be seen, especially given that players appear to spend early hours learning primordial lessons like how to create fire and cook food.
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David Craddock posted a new article, E3 2016: How The Legend of Zelda: Breath of the Wild breaks the Zelda mold
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I've been waiting to see what your opinion on this was! How did you like the controls? Did the Gamepad seem to add any unique qualities to the gameplay? Did you come across any notable items? The game really does just drop you in the middle of things and lets you figure things out on your own for the most part?
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I don't believe we've received official word on how the GamePad will or won't be used in the finished product. I asked the Nintendo rep who presided over my hands-on demo about it and he said all he knows is that the screen was disabled for the E3 demo.
I'd bet the screen will display and let you interact with maps and menus, as it was used in Wind Waker and Twilight Princess HD. There's no reason not to emulate that functionality at a bare minimum. Anything less would hurt the game, I think. BotW is far and away the most complex Zelda game yet; diverting features to the screen would be super helpful in managing all the functions and information at your disposal.
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Loving it! Full impressions here: http://www.shacknews.com/article/95325/e3-2016-the-legend-of-zelda-breath-of-the-wild-is-a-breath-of-fresh-air
As for your questions:
- The GamePad was disabled for the E3 demo. This shouldn't be taken as indication or confirmation that it won't be used in the final product. I'd expect maps and inventory menus to be displayed and navigable on the touchscreen, the same GamePad functionality found in Wind Waker and Twilight Princess HD.
- Items found during the E3 demo depended on how far you ventured from the starting point. I roamed close to home, but many others finished shrines and got the magnet item that lets you maneuvered metal and steel objects.
- Think of this game as Zelda 1 in 3D: you start, and just go.
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So I am going to play the crap out of this game day 0, but I am rather unhappy with one specific new thing: the increase in weapons.
I have always loved how Zelda has very few upgrades, all of which were unique and all of which you received after actually doing something like a dungeon or a puzzle or a completion thing. It makes getting that weapon significant. Moving to this new design though you just kind of luck up and use weapons until they break.
Hopefully I'm concerned about nothing.-
Weapons will still be significant. If you read what I wrote about weapon degradation, I pointed out that getting a marquee item like the Master Sword will represent a major progress point: from weapons that crumble and break over time, to THE sword in the Zelda series. Also, there'll probably be a way (or more than one) to reinforce weapons.
I spent 45 minutes with the game and was never bothered by a weapon breaking.
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