They spent two years examining their options,
choosing points on a map based on climate.
Not exact matches
Destination entry is done by the usual one - letter - at - a-time, joystick - controlled method or from a
point chosen on the
map with the cursor.
By standing in a checkered square tile
on the
map, the party can
choose to dissapear at the cost of Divinity
Points until an enemy crosses their path and give you a chance to earn treasure upon defeating the leader.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed
on the
map — Groups were created out of the over 300 devs to work
on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees
on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending
on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel
point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to
choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used
on the
map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were
chosen for the demo because their starting
points are closer to other party members - each protagonist will have different starting
points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this game's fun factor - more than 80 % of the overseas player base found the game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based
on the Japanese version, which will be adjusted - the biggest complaints were about slow
map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
Just like previous entries, players
choose between completing main missions to move the story forward — which usually feature the best action set - pieces and scenarios in the game, taking
on side missions to gain additional experience and bonuses, and conquering outposts — here in the form of campfires and outposts — in order to fast travel between
points in the
map.
The period
chosen will change the empires that appear
on the world
map and some periods have their own exclusive empires and starting
points for those empires - such as starting off with one or three castle
on the
map.
A multiple path in one zone might task Mario with
choosing the route while enemies wait to ambush him at
points on the grid — engaging a sudden challenge area where Mario will have to defeat a group of enemies before returning to the
map.
The multiplayer does have a bit of a learning curve, because of the many variations of Specialists the typical run and gun aspect of Call of Duty has become a more thought out process of learning the
maps, understanding your enemies strong
points dependent
on the Specialist they
chose and knowing how to properly use your character.
Hopefully it'll scrap the over world that Sticker Star had in favor of going back to free roam exploration because nothing slows down the pace of a game like
choosing a location playing through one level and then going to the next
point on the
map.