In 2017, the Legend of Zelda: Breath of the Wild turned the long-running Zelda franchise on its head in some ways. With serene moments of exploration outnumbering the thunderous battle scenes set to triumphant musical scores, Breath of the Wild gave gamers a brand new, maybe extra reflective perspective on the franchise. The Hyrule Warriors spin-off franchise exists in a very totally different area; adrenaline-pumping music beats you over the top as you mow via a whole bunch of enemies inside minutes in continuous, fast-paced battles.
Set in a post-apocalyptic world, Breath of the Wild begins as Hyperlink wakes up after a century-long slumber. We all know that he, Zelda, and the Champions misplaced Hyrule in a significant battle a few years in the past, however till immediately, that battle has remained largely mysterious. Hyrule Warriors: Age of Calamity explores the climactic conflict between the forces of fine and evil 100 years previous to the second Hyperlink awakens in Breath of the Wild.
Now that Hyrule Warriors: Age of Calamity is out, we requested Zelda sequence producer Eiji Aonuma, Hyrule Warriors: Age of Calamity director Ryouta Matsushita, and producer Yosuke Hayashi concerning the spin-off’s relationship with Breath of the Wild.
What was the choice course of like while you decided you wished to make a second Hyrule Warriors recreation that additionally serves as a prequel to Breath of the Wild?
Aonuma: We weren’t in a position to depict the Nice Calamity in BotW, however [Breath of the Wild director Hidemaro] Fujibayashi-san wished to discover a solution to carry these occasions to life. Improvement on this venture began when he acquired along with Hayashi-san from Koei Tecmo Video games, who was interested by bringing the expertise gained from engaged on Hyrule Warriors right into a subsequent venture, and we acknowledged the worth of making this new recreation.
Since this story performs instantly into the tales on the mainline Zelda video games, what sort of communication exists between the event group of Hyrule Warriors: Age of Calamity and the event group behind the mainline Zelda franchise?
Aonuma: The precise planning got here from the Zelda group, they usually had been in a position to collaborate carefully with the Warriors group on particulars starting from design to story to graphics knowhow throughout improvement. And naturally, the Warriors group introduced all their creativity and knowhow to bear when integrating Warriors gameplay into the world of BotW.
Matsushita: To make sure that the sport inherited the look and tone of BotW, we requested the Zelda group to evaluate each element of what we made. They persistently steered methods to make the sport exponentially extra enjoyable, whereas concurrently exhibiting nice respect for the concepts the Warriors group had for this recreation as an motion recreation.
What classes had been realized from the unique Hyrule Warriors recreation which were utilized to Age of Calamity?
Aonuma: Numerous the path for the way we combine the Zelda setting and its rewarding gameplay into the Warriors methods got here from our prior expertise with Hyrule Warriors, however we encountered new challenges this time when deciding the way to combine the open-world methods of BotW into the stage-based design of Warriors. Principally, as a substitute of adjusting the stage-by-stage construction of the sport, we designed every stage to be extra three-dimensional (with top or interconnected terrain) to create the texture of a extra expansive world than earlier than.
Hayashi: The earlier recreation was a problem when it comes to incorporating the ideas of 1 recreation into a unique recreation, and we went via loads of trial and error on the bottom. As a improvement group, we had quite a lot of issues that we weren’t in a position to obtain or would’ve carried out otherwise in hindsight. We did not have to repeat that trial and error for Age of Calamity, and I feel that allowed us to allocate these assets in direction of growing the standard of the sport.
Matsushita: As soon as we knew the sport can be set in the course of the Nice Calamity, we had a transparent purpose for all the important thing components to include into gameplay. We may carry within the advanced types of methods from earlier video games, akin to utilizing gadgets to defeat enemies or the Weak Level Gauge.
What characters did the group get pleasure from implementing into this recreation essentially the most?
Aonuma: Once I noticed characters just like the Champions and Zelda, who solely appeared within the cutscenes in BotW, preventing alongside of Hyperlink, I merely felt, “It is so good to have allies,” and I used to be additionally shocked to see how Impa and Purah appeared 100 years in the past. In any case, what I did not even think about after we had been engaged on BotW is now developed as a enjoyable recreation. I do not need to spoil something right here, however there’s some story twists and playable characters that may excite gamers, so please stay up for it.
Hayashi: As Mr. Aonuma stated, the roster of playable characters can be a spoiler, so we would like gamers to find that for themselves. However so far as the story is worried, for me it was Impa. She’s a personality I actually like as a result of she brings a way of realism to the span of 100 years.
With the music of Breath of the Wild being rather more delicate than different Zelda titles, how did the Age of Calamity group go about reimagining the music to be high-energy, adrenaline-fueled songs which might be acceptable for such large battles?
Aonuma: Within the earlier Hyrule Warriors, their daring introduction of “rock” type components on the planet of Zelda in addition to their preparations of the unique rating did shock even Nintendo’s composers. So we anticipated them to have comparable creativity on this title as nicely. The musical preparations for this recreation haven’t got fairly as apparent of a stylistic bend because the earlier Hyrule Warriors, so it sounds much like the unique BotW at first. Nevertheless, should you pay attention fastidiously, the composers have exquisitely organized each bit to match the idea of the scene, and I feel one of many interesting issues concerning the music on this recreation is having fun with the variations from the unique.
Hayashi: The audio idea for Age of Calamity is totally totally different from the earlier Hyrule Warriors. It is primarily based on the concept that it is a Breath of the Wild Warriors, fairly than Hyrule Warriors 2, and it actually emphasizes the texture of the battlefield. We took on the problem of making varied preparations whereas sustaining a way of Breath of the Wild, so please benefit from the music together with the gameplay.
How rather more in-depth of an understanding will Hyrule Warriors: Age of Calamity present to assist gamers perceive the occasions that led to the story of Breath of the Wild?
Aonuma: In case you play BotW after taking part in Age of Calamity, I feel the feelings you’re feeling in direction of Hyperlink proper from the very first scene will likely be totally different than earlier than. I like to recommend that gamers who already cleared BotW and gamers who have not skilled it but strive taking part in via BotW once more after Hyrule Warriors: Age of Calamity.
Hyrule Warriors: Age of Calamity is on the market now on Change. To be taught extra concerning the recreation, take a look at our review. For extra on the introduced sequel to Breath of the Wild, take a look at our E3 2019 discussion with Aonuma on that subject.