Zelda: Tears of the Kingdom’s biggest change from Breath of the Wild was made to give players unrestricted freedom in a “world free from self-destruction”

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The Legend of Zelda: Tears of the Kingdom might use the same basic layout of Hyrule as its predecessor, but last year’s sequel still feels so radically different because every single object in the game was programmed to be physics-driven. And despite breaking Hyrule in ways Ganondorf could only dream of, lead physics programmer Takahiro Takayama says the change was “the correct approach.”

In a GDC presentation about the game’s physics and sound, Takayama ran through how the team began playing with new ideas like the now-beloved Ultrahand, which allows players to glue several objects together to create, well, anything. Vehicles, Korok torture devices, tree-chopping tractors, and more are all on the table as long as players dream them up.



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