Skip to main content
  1. Home
  2. Gaming
  3. News

Documentaries show Nintendo dug deep into Zelda's world for 'Breath of the Wild'

Add as a preferred source on Google

The Legend of Zelda: Breath of the Wild is far different than any other game that preceded it in the series, with an open world, deep arsenal of weapons, and even voice acting. That Breath of the Wild shakes up the very core of the Zelda series was no accident. In fact, it was the foundation on which the game was built.

In the first of three “making of ” documentaries posted on Nintendo’s YouTube channel, director Hidemaro Fujibayashi revealed that the development team had planned to re-examine the “conventions” of the Zelda series, including the design of its world and various gameplay mechanics, from the very beginning. The team even started with a 2D prototype game.

Recommended Videos

“Specifically, our process was to think of all kinds of different mechanics, and to try to distinguish between the unchanging, universal traits of the Zelda franchise and things that had simply become conventions of the series,” Fujibayashi said.

The Making of The Legend of Zelda: Breath of the Wild Video – Open-Air Concept

Multiple smaller play areas were implemented back in the original The Legend of Zelda simply because the technology at the time didn’t allow for a more open structure. Other series staples, like the Master Sword and villain Ganon, still remained in the game, but early design concepts for Breath of the Wild showed a remarkably different beast.

“Some of our younger designers came up with very unique suggestions,” said art director Satoru Takizawa. “Like the idea that UFOs could invade from space and abduct cattle.”

“The planners started by thinking about what kind of person Zelda is, and why she’s in a position that makes us want to save her”

Though the more ridiculous ideas didn’t stick around, Nintendo used this period of experimentation to build on emergent gameplay moments, such as learning how the game’s lightning could damage enemies, or how Link could mix his “stasis” ability with objects in the world.

This “emergence” idea, as well as the distillation of series conventions, also applied to the game’s story and characters, which producer Eiji Aonuma said, in a second video, was a result of switching to the open-world setting in Breath of the Wild. This was most evident with Zelda herself, who the development staff re-examined while designing.

“The planners started by thinking about what kind of person Zelda is, and why she’s in a position that makes us want to save her,” said Fijibayashi.

The designers, however, wanted to make sure players could instantly recognize Zelda with familiar characteristics, and when the two sides were able to reach a compromise, the character seen in-game was created.

The Making of The Legend of Zelda: Breath of the Wild Video – Story and Characters

The Guardians — the terrifying, spider-like creatures roaming Hyrule — were also created with inspiration from past games. The Octorok enemy, specifically, was a base for their design, in large part because of their size and terrifying noises.

The original The Legend of Zelda was a source of inspiration for more than just character designs. Though Breath of the Wild is drastically different from other games in the series, its emphasis on open-ended exploration does bear some resemblance to the original game. The world itself was inspired by the geography of Nintendo’s home of Kyoto, and Fujibayashi took the time to gauge how large the world should be based on how long it would take before Link would get tired traversing it.

“In the end, the world ended up being approximately 12 times the size of Twilight Princess, he said. “So rather than compare it to previous Zelda games, when we decided on matters of scope and scale, we experimented to decide what would be fun to play.”

This design philosophy appears to have also worked its way into the game’s combat, which puts a large emphasis on manipulating the open world to your benefit, like when Link rolls a boulder toward enemies or steers them into the path of a bomb.

All the experimentation and iteration has certainly paid off. The Legend of Zelda: Breath of the Wild is one of the best games Nintendo has released in years, and an early game of the year contender. It’s available for the Switch and Wii U consoles. For more on the game’s development, check out the videos posted above.

Gabe Gurwin
Gabe Gurwin has been playing games since 1997, beginning with the N64 and the Super Nintendo. He began his journalism career…
Google executive ports Command & Conquer Generals: Zero Hour to iPhone and Mac using Claude
A classic PC RTS is now running natively on iPhone, and Claude helped make it happen
Computer, Electronics, Animal

AI-powered game development has recently been blamed for flooding app stores with low-effort mobile games, but every now and then, the technology produces a far more interesting result. Google lead product and design executive Ammar Reshi says he used Fable 5 to port Command & Conquer Generals Zero Hour to the iPhone and iPad.

This is not an emulator or a cloud-streamed version. According to Reshi’s GitHub page, the actual 2003 game engine has been compiled natively for ARM64 and runs on iPhone, iPad, and Mac. The project uses EA’s GPL source release and builds on existing community work, while adding the iOS and iPadOS port.

Read more
This compact mechanical keyboard looks like a love letter to the Game Boy Advance
A mechanical keyboard with gaming handheld-style shoulder buttons is not something you see everyday
Prototypist Keyboy Advance, a Gameboy Advanced inspired keyboard

For many people who grew up in the early 2000s, the Game Boy Advance was the handheld they carried everywhere. The Keyboy Advance is trying to bring some of that nostalgia to a modern desk, using the wide, landscape-style silhouette of Nintendo’s 2001 handheld as the basis for a compact mechanical keyboard kit. It is not an official Nintendo product, but the visual references are easy to spot.

How much Game Boy Advance is in the design?

Read more
Here’s every game you can download on Xbox next week
Palworld's 1.0 launch leads a 24-game lineup that also includes Assassin's Creed Black Flag Resynced.
Assassin's Creed Black Flag Recynced image

Xbox has shared its rundown of next week's releases, and the list includes 24 new games arriving between July 6 and July 10. The lineup is headlined by two major AAA titles, three notable additions to Game Pass, and a long list of smaller indie games.

Two AAA pre-orders lead the week

Read more