The Legend of Zelda: Breath of the Wild: Difference between revisions

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|boxart = [[File:Zelda Wii U Tech Demo.jpg|300px]]
|boxart = [[File:Zelda Wii U Tech Demo.jpg|300px]]
|release  =  
|release  =  
|platform = Wii U
|platform = [[Nintendo Wii U]]
|developer = Nintendo EAD
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==Graphics==
==Graphics==


The beautiful tech demo has gotten a lot of attention, and this time Aonuma is careful to not set our expectations in stone.  What was shown at E3 is merely a demonstration of the system's power, not a teaser for a new Zelda game.
The beautiful tech demo has gotten a lot of attention, and this time [[Eiji Aonuma]] is careful to not set our expectations in stone.  What was shown at E3 is merely a demonstration of the system's power, not a teaser for a new Zelda game.


{{Quote|You probably remember that when we introduced the GameCube, we showed a somewhat realistic Zelda demo, and what we actually created was the cel-shaded Wind Waker. So when we show a graphic demo, people think, 'Oh, this is what the next Zelda will look like,' but that's not necessarily the case.|[[Interview:Wired July 1st 2011|Aonuma, Wired]]}}
{{Quote|You probably remember that when we introduced the GameCube, we showed a somewhat realistic Zelda demo, and what we actually created was the cel-shaded Wind Waker. So when we show a graphic demo, people think, 'Oh, this is what the next Zelda will look like,' but that's not necessarily the case.|[[Interview:Wired July 1st 2011|Aonuma, Wired]]}}
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{{Quote|I'm on one of the committees that oversaw the general steering and direction [of the Wii U]. We talked to each other a lot about several elements, one of which was, 'How exactly will the HD graphics work?' In doing concepts for that ... we used Zelda assets quite often to examine, OK, how real will we make this look?|[[Interview:Wired July 1st 2011|Aonuma, Wired]]}}
{{Quote|I'm on one of the committees that oversaw the general steering and direction [of the Wii U]. We talked to each other a lot about several elements, one of which was, 'How exactly will the HD graphics work?' In doing concepts for that ... we used Zelda assets quite often to examine, OK, how real will we make this look?|[[Interview:Wired July 1st 2011|Aonuma, Wired]]}}


Miyamoto sheds some more light on what he'd like this look to be.
[[Shigeru Miyamoto]] sheds some more light on what he'd like this look to be.


{{Quote|This is an HD system, our first HD system, and we want to create a real HD Zelda game for it. You will see a lot of these in-depth and deep experiences in terms of visual style. You will also see some play styles that are fun and interesting because of the play structure. We are not planning on putting any restrictions in terms of requiring developers to leverage HD in a particular ways. Even if you are using a simpler visual style it will still look very beautiful.|[[Interview:Kotaku June 22nd 2011|Miyamoto, Kotaku]]}}
{{Quote|This is an HD system, our first HD system, and we want to create a real HD Zelda game for it. You will see a lot of these in-depth and deep experiences in terms of visual style. You will also see some play styles that are fun and interesting because of the play structure. We are not planning on putting any restrictions in terms of requiring developers to leverage HD in a particular ways. Even if you are using a simpler visual style it will still look very beautiful.|[[Interview:Kotaku June 22nd 2011|Miyamoto, Kotaku]]}}