It’s been a few months since The Legend of Zelda: Tears of the Kingdom was released, and since then, players have poured hundreds of hours into crafting clever contraptions and exploring every crevice of Hyrule. Despite this, there may still be aspects of the intricate world that most players have yet to discover.
This became apparent during the Telegraph’s interview with franchise producer Eiji Aonuma and video game designer Hidemaro Fujibayashi. Fujibayashi explains that, for example, holding a Cucco up to any suspicious-looking NPC will cause the bird to start fussing, alerting you that you’re dealing with a Yiga Clan member in disguise. Never be fooled by the naughty ninjas again.
During the interview, Aonuma highlights how past technical limitations forced developers to divide Hyrule into segments. With Breath of the Wild, many of these barriers were gone, allowing players to explore Hyrule with almost limitless freedom.
Although Tears of the Kingdom is set in Breath of the Wild‘s Hyrule, this was an advantage in some instances because, ss Aonuma explains, the “gameplay was actually more fun in places and areas you know well, rather than in a place that is brand new.”
This is largely thanks to the creation mechanic that allows players to build new objects, weapons, and tools out of nearly anything. Consequently, when trekking familiar places, it’s possible to find new solutions to old problems.
Aonuma also discusses how they designed the regions of Hyrule to have different atmospheres. The sky was intended to provide an “exhilarating and happy experience,” while caves were for “discovery and exploration.” The Depths are dark and filled with powerful monsters, but this is intentional, as developers wanted
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