![]() Usually in a Nintendo game, the "key items" aren't things you can actively use. The traditional items would be held in the key item slots no? There were about 16 spaces correct? What else would go in there? There's no point in having a hidden "items" menu. I doubt there are inventory screens that are unlocked as soon as you get things that fit in them, because the weapons/shields/food/bows screens are visible right from the beginning. ZELDA BREATH OF THE WILD HOOKSHOT FULLTo people who think that traditional items will be in the game: where would they even be held? Link's inventory is full of weapons, clothing, consumables and key items/passive upgrades. Yeah they prevent your access to certain areas without the Paraglider, but at least with the Paraglider you have to explore a bit and find the best place to glide to a certain tough-to-reach area. It would be stupidly disappointing if the dungeons were actually less flexible than the Shrines.Īnd anything in the overworld within a hookshot's range that can't be climbed due to a lip probably has a way around it (either an alternate path, or with stamina-replenishing food, or both), unless Nintendo specifically designed that area to prevent access without the Hookshot. ![]() Even the Shrines (which are supposed to be BotW's puzzly bits) had more flexibility than that. It doesn't seem like Nintendo's style this time around to implement something as specific and one-dimensional as "slippery wall with Hookshot target at the top". ![]() Like others have said, they may also make places that simply are very difficult to reach by climbing (unless you prepare highly with making food and eating a ton of it), or have lips that cannot be climbed over. The current shrines we've seen have slippery walls that aren't climb-able. Sure the overworld might be a place where you can climb anywhere, but they never said the same would be for dungeons. We did have ideas if a certain dungeon needs bombs, for example, we might put a little bomb icon on the dungeon walls or somewhere on the ground.I can see a use for a hookshot in the game. But when we do that, you are pigeonholed into having a specific order of dungeons. “We did at one point test what it would be like to be able to obtain some of these abilities in some point in the story. They even tried the Link Between Worlds approach, although that was a little limiting. What’s left currently, the four items, were really what would draw out the fun of the game.”ĭuring their original experiments, they played around with allowing Breath of the Wild players to obtain objects within dungeons, as you could in previous Zelda games. After a lot of experimentation and testing, we weeded out all the ones that had potential to detract from the gameplay and enjoying the game. “Hookshot was we experimented with and tested, as well as Beetle from Skyward Sword. Would you like to have seen these items return? Tell us below. In an interview with Kotaku, Fujibayashi talked about how they originally tested the game with both the Hookshot and even Skyward Sword’s Beetle item. However, an interview with the game’s director has revealed this wasn’t always the case. This doesn’t just mean the game’s structure is different, but even its items. Breath of the Wild breaks away from the Zelda formula more than any game before it. ![]()
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