Les larmes des cachots du royaume ont été conçues avec une fluidité d’exécution en tête.


As a highly-anticipated release this week, Tears of the Kingdom, the newest game in the Legend of Zelda franchise, is bringing back classic dungeons for fans who missed them. However, the game is also introducing a new concept for gameplay that emphasizes seamlessness.

According to director Hidemaro Fujibayashi, the game’s development team was less concerned about adhering to past design principles and more interested in creating a dynamic space to showcase Link’s new powers and weapons. This led to the creation of dungeons that make use of many of the new gadgets and tools available to players.

Rather than sticking to the old formula of using one particular weapon or item to solve puzzles, the team instead focused on maximizing gameplay that was associated with the new powers and tools. As a result, each dungeon is unique and exciting to explore.

But what’s even more exciting is the concept of seamlessness that Tears of the Kingdom introduces for gameplay. This concept is explored throughout the game’s larger world, building on the lightly-explored concept in Breath of the Wild of diving from the sky. But this time, the feeling of seamlessness is extended to the dungeons themselves.

Players can now dive from the sky directly into a dungeon without interruption and then seamlessly step out and back in again if they need a break – a truly magical experience. Overall, this revolutionary approach to gameplay promises to deliver an enjoyable and exciting experience for Zelda fans around the world.

Stay tuned for more from our interview with Fujibayashi and Tears of the Kingdom producer, Eiji Aonuma, coming soon.

What do you think?

Written by Barbara

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