In 'Tears of the Kingdom,' the Depths Are Where the Action Is
In the years since The Legend of Zelda's 1986 release, director, producer, and co-designer Shigeru Miyamoto has described the game as an attempt to replicate what he felt during childhood explorations of the countryside outside of Kyoto, Japan, where he was raised. In making the first installment of what would go on to become one of Nintendo's most beloved series, his foundational memories of inspecting foreboding caves or happening upon unexpected lakes provided a framework for what would become a global sensation. Three decades later, when a team at Nintendo sought to rethink Zelda's design ethos after years of working within an increasingly calcified format, its members returned to that first game and its sense of free-spirited exploration for inspiration. The result was 2017's The Legend of Zelda: Breath of the Wild, which, more than any series entry before it, imparted a feeling that players were wandering an expansive fantasy world as awe-inspiring and invigoratingly dangerous as the mental landscape of a great childhood adventure. Breath of the Wild tweaked the past games' more confined environments and gauntlet of clockwork puzzle levels--dubbed "dungeons" by players--by offering a sprawling landscape dotted with smaller, discrete challenges broken up by long periods spent simply figuring out how to climb mountains or descend into far-off valleys.
Jun-4-2023, 12:00:00 GMT
- Industry:
- Leisure & Entertainment > Games > Computer Games (0.59)
- Technology:
- Information Technology > Artificial Intelligence > Games (0.60)