Hyrule Warriors: Age of Calamity, a prequel to The Legend of Zelda: Breath of the Wild, is out these days on Nintendo Transfer. The sport is a unique take at the Legend of Zelda franchise; it’s a Musou-style hack-and-slash motion sport, within the vein of Koei Tecmo’s Dynasty Warriors sequence.
In Hyrule Warriors: Age of Calamity, gamers will fight Ganon’s forces no longer simply as Hyperlink and Princess Zelda, however because the 4 Champions of Breath of the Wild: Urbosa of the Gerudo, Daruk of the Gorons, Mipha of the Zora, and Revali of the Rito. There are extra playable characters within the complete sport that gamers can free up whilst they be told extra about Hyrule’s pre-Calamity previous.
Polygon not too long ago spoke with Hyrule Warriors: Age of Calamity manufacturer Yosuke Hayashi and director Ryouta Matsushita by means of e-mail about their paintings at the sport. Our translated Q&A follows.
Polygon: Did present fandom for The Legend of Zelda: Breath of the Wild affect what you explored in Hyrule Warriors: Age of Calamity, and if this is the case, how?
Yosuke Hayashi: We began construction after the discharge of Breath of the Wild, so we had been ready to take a look at fan comments and used this comments as reference for quite a lot of issues.
How did you way construction a sport the place the participant is aware of the finishing shall be tragic?
Hayashi: I believe that the gamers understanding that the tale would result in tragedy is a unique scenario, distinctive to this sport. So our first precedence all through construction was once to create a sport the place you want to experience that from an leisure point of view.
Which personality was once essentially the most difficult to design or write?
Ryouta Matsushita: I believe it’s Princess Zelda. Whilst she additionally serves as a very powerful illustration of the Zelda sequence as a complete, her personality all the time has to have a way of delicacy in all of her scenes. It was once a troublesome problem for us to determine a method to get that personality to do Warriors-style motion sequences.
What had been the advance workforce’s favourite facets of Breath of the Wild that they sought after to pay homage to or retain in Age of Calamity?
Matsushita: The paraglider. Whilst it will wreck the gameplay machine of advancing tactically throughout a battlefield, it does seem in some other, other shape from what gamers met in Breath of the Wild. The key phrase idea is “attacking from the air.”
How some distance does the workforce cross with the time-travel idea offered close to the beginning of the sport? Is that this a unique timeline than Breath of the Wild?
Hayashi: Please cross and to find out with your individual eyes!
Was once there any facet of the sport proposed via Tecmo Koei that was once tough to barter with Nintendo?
Hayashi: Not anything specifically. They depended on us with the gameplay facets, so I believe construction went easily.
Can I beat the sport with only a ladle?
Matsushita: I believe there’s worth in that play genre! I urge other folks to tackle that problem!