Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel


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 completely different house; adrenaline-pumping music beats you over the pinnacle as you mow by means of lots of of enemies inside minutes in continuous, fast-paced battles.

Set in a post-apocalyptic world, Breath of the Wild begins as Link wakes up after a century-long slumber. We know that he, Zelda, and the Champions misplaced Hyrule in a serious battle a few years in the past, however till in the present day, 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 Link 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 needed to make a second Hyrule Warriors sport that additionally serves as a prequel to Breath of the Wild?
Aonuma: 
We weren’t in a position to depict the Great Calamity in BotW, however [Breath of the Wild director Hidemaro] Fujibayashi-san needed to discover a solution to carry these occasions to life. Development on this venture began when he acquired along with Hayashi-san from Koei Tecmo Games, who was all in favour of bringing the expertise gained from engaged on Hyrule Warriors right into a subsequent venture, and we acknowledged the worth of making this new sport.

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, and so they have been in a position to collaborate carefully with the Warriors group on particulars starting from design to story to graphics knowhow throughout improvement. And in fact, the Warriors group introduced all their creativity and knowhow to bear when integrating Warriors gameplay into the world of BotW.
Matsushita: To be certain that the sport inherited the look and tone of BotW, we requested the Zelda group to assessment each element of what we made. They constantly prompt methods to make the sport exponentially extra enjoyable, whereas concurrently displaying nice respect for the concepts the Warriors group had for this sport as an motion sport.

What classes have been realized from the unique Hyrule Warriors sport which were utilized to Age of Calamity?
Aonuma: 
A lot of the course for a way we combine the Zelda setting and its rewarding gameplay into the Warriors techniques got here from our prior expertise with Hyrule Warriors, however we encountered new challenges this time when deciding how you can combine the open-world techniques of BotW into the stage-based design of Warriors. Basically, as a substitute of fixing the stage-by-stage construction of the sport, we designed every stage to be extra three-dimensional (with peak or interconnected terrain) to create the texture of a extra expansive world than earlier than.
Hayashi: The earlier sport was a problem when it comes to incorporating the ideas of 1 sport into a distinct sport, and we went by means of numerous trial and error on the bottom. As a improvement group, we had a variety of issues that we weren’t in a position to obtain or would’ve carried out in another way in hindsight. We did not must repeat that trial and error for Age of Calamity, and I feel that allowed us to allocate these assets in direction of rising the standard of the sport.
Matsushita: Once we knew the sport could be set in the course of the Great Calamity, we had a transparent objective for all the important thing parts to include into gameplay. We might carry within the developed types of techniques from earlier video games, corresponding to utilizing gadgets to defeat enemies or the Weak Point Gauge.

What characters did the group take pleasure in implementing into this sport probably the most?
Aonuma: 
When I noticed characters just like the Champions and Zelda, who solely appeared within the cutscenes in BotW, preventing alongside of Link, I merely felt, “It’s so nice to have allies,” and I used to be additionally shocked to see how Impa and Purah appeared 100 years in the past. Anyways, what I did not even think about after we have been engaged on BotW is now developed as a enjoyable sport. I do not wish to spoil something right here, however there may be some story twists and playable characters that may excite gamers, so please stay up for it.
Hayashi: As Mr. Aonuma mentioned, the roster of playable characters could be a spoiler, so we might like gamers to find that for themselves. But 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 refined than different Zelda titles, how did the Age of Calamity group go about reimagining the music to be high-energy, adrenaline-fueled songs which can be acceptable for such large battles?
Aonuma: 
In the earlier Hyrule Warriors, their daring introduction of “rock” type parts on this 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 sport haven’t got fairly as apparent of a stylistic bend because the earlier Hyrule Warriors, so it sounds just like the unique BotW at first. However, if you happen to hear rigorously, the composers have exquisitely organized every bit to match the idea of the scene, and I feel one of many interesting issues concerning the music on this sport is having fun with the variations from the unique.
Hayashi: The audio idea for Age of Calamity is totally completely different from the earlier Hyrule Warriors. It’s primarily based on the concept that it is a Breath of the Wild Warriors, reasonably 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: 
If you play BotW after enjoying Age of Calamity, I feel the feelings you are feeling in direction of Link proper from the very first scene can be completely different than earlier than. I like to recommend that gamers who already cleared BotW and gamers who have not skilled it but strive enjoying by means of BotW once more after Hyrule Warriors: Age of Calamity.


Hyrule Warriors: Age of Calamity is accessible now on Switch. To be taught extra concerning the sport, take a look at our assessment. For extra on the introduced sequel to Breath of the Wild, take a look at our E3 2019 dialogue with Aonuma on that topic.


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