Hyrule Warriors: Age of Calamity develops the game, and Nintendo wants to make it a new experience.

This week’s issue Famitsu Hyrule Warriors: Includes interviews with key members of the Age of Calamity team. Producer Yosuke Hayashi, director Ryota Matsushita, and producer Eiji Aonuma of the Zelda series answered some questions about the new Switch game.

Famitsu asked several topics, such as why the new Hyrule Warriors game was themed after the Breath of the Wild and whether Aonuma made special demands on the project. The magazine also asked if certain elements of the character or story had already been established.

Why did you decide to create a sequel to Hyrule Warriors with the theme of Breath of the Wild?

Aonuma: Inspired by Hidemaro Fujibayashi, director of Breath of the Wild, and Satoru Takizawa, art director. I was very interested when they first marketed the “catastrophe” as the setting for the Musou game, but I thought it would be difficult to tell a story. From there, they considered what would happen and the two had already made plans. Because of the seriousness of Mr. Fujibayashi and Mr. Takizawa, I decided to consult with Mr. Yosuke Hayashi, the producer of Hyrule Warriors.

We worked so hard on the project that we decided to impose details on the story and visuals. I think it would have been more difficult for Koei Tecmo, but they went beyond this collaboration and really nailed the description of the Breath of the Wild “catastrophe.”

Hayashi: It gets me back. From the Koei Tecmo side, we often discussed what the new Hyrule Warriors would look like if we had the opportunity. It was around the time when Mr. Aonuma approached and everything fell. Warriors games are known for their vast all-star cast of playable characters, but I felt this title was a great opportunity to show off another direction in the series.

Matsushita: I also felt that I was given the best possible setting. In the midst of the disaster 100 years ago, I was begging for a warriors game to play as a link fired as a soldier.

Maintaining our role as a developer was important to us, but all our staff are also fans of the Breath of the Wild. So I think the team didn’t feel the pressure, but the personal responsibility to create something of value that exists in the Breath of the Wild world. Many enthusiastic discussions about Breath of the Wild took place in a closed room.

Age of calamity Many characters will appear as they did 100 years ago. Has their design or personality already been established since the Breath of the Wild?

Aonuma: During the development of Breath of the Wild, I created relationships between various character personalities and links. However, we consulted with the Musou team to embody it in this game. Just like a pretty strange old plastic. I feel like I acknowledged her charm. And only she as a character shines with this title.

Matsushita: I’m glad that Koei Tecmo was able to propose designs for Impa, plastic, and lobby. All characters were interspersed with abundant lore fragments throughout the Breath of the Wild, so we used them as clues to match the Zelda team’s impression and character establishment. That’s how we formed their portrayal 100 years ago. I felt it was similar to Link regaining his memory with a small spur at Breath of the Wild.

Breath of the Wild has a fragment of a 100-year-old story. Hyrule Warriors: Did you already have the concept of the Age of Calamity story?

Aonuma: The Breath of the Wild has memorabilia and ruins that are remnants of battles that took place long ago. Their wreckage is located all over the world, detailing the story and setting. This game takes those points and extends them.

Matsushita: In Breath of the Wild, I met four champions for only a short time, but in the game, the details of the character types and relationships were drawn. So, while suggesting ideas for this game’s scenario and going back and forth with the Zelda team, the production team came up with ideas for what Mifa and DARC would say and what to do at a particular time. I was able to share it freely.

Did Mr. Aonuma make a request that you absolutely must enter?

Aonuma: I’m convinced that depending on how well the Hyrule Warriors team understands The Legend of Zelda, we can make a game as powerful as the first Hyrule Warriors. So I didn’t have to ask to do anything in a particular way. And once again, I was amazed at the result.

Matsushita: Thank you very much. The only basic principle they asked us was to provide players with a new experience in this game that couldn’t be found anywhere else. I was happy to hear that, but I think I was nervous. With such a strong approval signature behind us, we have done everything we can to create a new Musou experience for Zelda fans. This is only possible in the era of Hyrule Warriors.

Hyrule Warriors: Age of Calamity is now available on Switch.

Translations provided by Jarop and Onidino on behalf of Nintendo Everything.

If you use any of these translations, be sure to get Nintendo Everything. Do not copy the entire contents.

Hyrule Warriors: Age of Calamity devs on how the game to be, Nintendo wanting it to be a new experience, more

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