![]() ![]() ![]() For example: the Depths aren't just pitch black, the terrain there is designed to break your line of sight and keep you from just seeing and beelining for the nearest Lightroot. Paul Morse, co-founder of Risk of Rain studio Hopoo Games: "I have absolutely loved seeing all the GIFs of things people are creating, and and I were chatting about how cool it is to see something that almost feels more 'indie' or 'soulful' come out of Nintendo or a AAA company in general that allows the player to be so creative without many limitations."īruno Dias, lead narrative systems designer at Sunless Skies studio Failbetter Games: "What I really admire about TOTK is its use of friction, or its willingness to be a little mean to the player. And it's a testament to the achievement of BOTW that we get so much out of our familiarity with the world." This concept has been key to many Zelda games, but it's an interesting spin to utilize it across two games. ![]() It reminded me of the emotional kick in Ocarina of Time of seeing communities transform over time. As soon as I set foot in Hyrule I was driven to race to my favorite locations to see what had changed. Sam Barlow, creator of Her Story, writer and director of Immortality at Half Mermaid: "What surprised me was the way that TOTK works as a direct sequel. Countless games have failed at this over and over, but Zelda nails it. ![]()
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