![breath of the wild sound effects breath of the wild sound effects](https://blog.turtlebeach.com/wp-content/uploads/2017/04/The-Sounds-of-The-Legend-of-Zelda-Breath-of-the-Wild-3-1024x576.jpg)
![breath of the wild sound effects breath of the wild sound effects](https://blog.turtlebeach.com/wp-content/uploads/2017/04/zelda_breath_of_the_wild_2017_2.0.jpg)
![breath of the wild sound effects breath of the wild sound effects](https://images.nintendolife.com/fb7843d5534fc/zelda-breath-of-the-wild-2.large.jpg)
But the idea of change was not something that was difficult. When you’re really close to something, having worked on the franchise for many years, is it difficult to recognize when you need to change, in the way that you did for Breath of the Wild ?įujibayashi: In terms of change, actually creating something new is definitely a challenge and a difficult task. And I wanted to make sure that that was still intact in the game. You think about it, you try some ideas, and when you’re finally able to solve a puzzle, that joy and sense of accomplishment is something that I think speaks really truly to the Zelda franchise. When you started in this direction, there are obviously a lot of established aspects of Zelda, but were there things that you thought of as intrinsic to the series, that couldn’t be changed?į ujibayashi: One thing that I knew we didn’t want to change was the aspect of discovery and exploration, and the joy that you get from discovering something new. It all kind of lined up to create this new direction. And then we came up with this concept of really breaking conventions, and also we were looking to create the next iteration of Zelda. After working on Skyward Sword, we took in a lot of the feedback from fans, as well as what had been thinking, along with myself. Hidemaro Fujibayashi: It’s not really about timing or the fact that it’s now. What was it about now that made you want to go in this new direction? Was there something that spurred the decision?
Breath of the wild sound effects series#
This interview has been edited and condensed for clarity.Īll of you have worked on the series in some capacity for some time. Read on to find out why dying in the game is a good thing, how moving to Switch impacted the game, and what Kyoto and Hyrule have in common. On stage, Fujibayashi explained that his goal with the game’s more open nature was to allow players to “truly experience freedom in an expansive playfield” while offering them “a new sense of adventure.” Dohta added, “I really want players to relish those moments where you do something and think ‘Oh my god, I’m a genius.’”Ī day after their talk, I sat down with Fujibayashi, Dohta, and Takizawa to talk all things Zelda and Breath of the Wild. Among other things, the trio showed off an 8-bit prototype that was created to pitch the idea, and some early and wild concept art for series hero Link. Last week at the Game Developers Conference in San Francisco, Breath of the Wild director Hidemaro Fujibayashi, art director Satoru Takizawa, and technical director Takuhiro Dohta gave a presentation revealing some insights into how the game was made. But Breath of the Wild is also the biggest thing to happen to the Zelda series in years, a bold reinvention that mashes the franchise’s iconic structure with a vast open world to explore. For one, it’s the key launch title for Nintendo’s ambitious new platform, the Switch, making it a title largely saddled with the burden of selling customers on another piece of Nintendo hardware. The Legend of Zelda: Breath of the Wild is an important game.