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20

MARCH

2017

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stack.net.nz

GAMES

FEATURE

Zelda fans have been patiently awaiting the release of

The Legend of Zelda

:

Breath of theWild

for four long

years.Whether you intend to play it onWii U or the

Nintendo's new console, Switch, the game is in-store

right

now.We

spoke with the director of

Breath of the

Wild,

Hidemaro Fujibayashi.

INTO

THE

WILD

What makes the Zelda series

timeless?

In 2016, we celebrated the

30th anniversary since the

launch of the first ever Zelda

title in Japan. This is something

we were able to achieve all

because of our Zelda fans, who

continued to play and support Zelda

games all this time. Thank you very much.

One of the main ideas that has been our

focus throughout the series is the ‘growth of

the main character’. The game takes place in

a fantasy world, but by incorporating various

events that could happen in real life, the

players experience a realistic simulation. This is

something that could only be experienced with

this series, and that’s why our fans love it.

The Zelda series has occasionally focused

on providing the game experience that is

unique to the features of the hardware for

it’s up to the player how the game progresses.

This is not just about the story or fighting the

enemies. Players have the freedom to engage

in various activities such as hunting, cooking,

and searching for things in vast areas. This is

something that has been emphasised in our

past PR activities.

We placed a Super Bowl TV commercial in

the US, which is notorious for its extremely

high viewer rating, in order to appeal to those

who are not familiar with the Zelda series.

Given

Breath of theWild

’s four-year

development cycle from announcement

to release, how discernibly different is the

finished game compared to the blueprint at

conception?What are the major changes?

There haven’t been any big changes in the

concept or the main gameplay since the initial

stage. A few minor details in the game control

were revised at one stage, when we decided

to launch the title for Nintendo Switch and

Wii U at the same time. The changes were

required simply to make sure that the gaming

experience would be consistent across the

two types of hardware. The content and plans

did not change at all.

Breath of theWild

has been referred to by

Shigeru Miyamoto as an 'open-air' game

as opposed to 'open-world' – what are

the significant differences between these

terms?

“Open-world” is a general phrase that

describes the kind of game, but the phrase

“open-air” specifically describes this game.

Open-air is a phrase that we initially started

using to describe the style of the graphics.

The producer, Eiji Aonuma, said it referred to

the ‘background music that blends in with the

sounds of nature’ and ‘the style of adventure

that this title offers, such as climbing to a

high place and diving through the sky with a

parasail’. Eventually the team started using the

phrase to describe the actual game.

At what stage during development did the

Switch become part of the conversation,

and when did the integration actually

commence?

It was around last spring, once the

production of the Wii U version was pretty

much complete.

Did you ever consider cancelling theWii U

version?

This title was initially being developed for

Wii U. It was decided later on that this will

launch around the same time as Nintendo

Switch. We decided to develop the game for

both Nintendo Switch and Wii U because it

allows more players to experience the game at

the same time. So stopping the development

of the Wii U version was never considered.

each title as well.

The Legend of

Zelda: Breath of the Wild

has been

designed to fully utilise the features

of Wii U and Nintendo Switch for a

seamless gameplay that allows the

players to explore wherever they want

to go.

Especially, Nintendo Switch comes

with the wonderful feature of portability,

so I hope our customers will enjoy being able

to take the device off the dock and play it

anywhere, anytime.

While Zelda fans were probably onboard

at the January 2013 reveal announcement,

what is the key to appealing to an audience

less familiar with the franchise?

We believe it is important to use every

opportunity possible to convey to the audience

what is great about this game.

One of the characteristics of this title is that

Hidemaro

Fujibayashi