Hyrule Warriors: Age of Calamity, a prequel to The Legend of Zelda: Breath of the Wild, is out right this moment on Nintendo Switch. The sport is a special tackle the Legend of Zelda franchise; it’s a Musou-style hack-and-slash motion sport, within the vein of Koei Tecmo’s Dynasty Warriors sequence.

In Hyrule Warriors: Age of Calamity, gamers will battle Ganon’s forces not simply as Link and Princess Zelda, however because the 4 Champions of Breath of the Wild: Urbosa of the Gerudo, Daruk of the Gorons, Mipha of the Zora, and Revali of the Rito. There are extra playable characters within the full sport that gamers can unlock whereas they study extra about Hyrule’s pre-Calamity previous.

Polygon just lately spoke with Hyrule Warriors: Age of Calamity producer Yosuke Hayashi and director Ryouta Matsushita through electronic mail about their work on the sport. Our translated Q&A follows.

Polygon: Did present fandom for The Legend of Zelda: Breath of the Wild affect what you explored in Hyrule Warriors: Age of Calamity, and in that case, how?

Yosuke Hayashi: We began growth after the discharge of Breath of the Wild, so we have been in a position to have a look at fan suggestions and used this suggestions as reference for quite a lot of issues.

How did you strategy constructing a sport the place the participant is aware of the ending might be tragic?

Hayashi: I feel that the gamers understanding that the story would finish in tragedy is a particular state of affairs, distinctive to this sport. So our first precedence throughout growth was to create a sport the place you might get pleasure from that from an leisure perspective.

Which character was probably the most difficult to design or write?

Ryouta Matsushita: I feel it’s Princess Zelda. While she additionally serves as a very powerful illustration of the Zelda sequence as an entire, her character at all times has to have a way of delicacy in all of her scenes. It was a tough problem for us to determine a method to get that character to do Warriors-style motion sequences.

What have been the event group’s favourite elements of Breath of the Wild that they needed to pay homage to or retain in Age of Calamity?

Matsushita: The paraglider. While it could break the gameplay system of advancing tactically throughout a battlefield, it does seem in one other, completely different type from what gamers met in Breath of the Wild. The key phrase idea is “attacking from the air.”

Hayashi: Koroks!

How far does the group go together with the time-travel idea launched close to the beginning of the sport? Is this a special timeline than Breath of the Wild?

Hayashi: Please go and discover out with your individual eyes!

Was there any side of the sport proposed by Tecmo Koei that was tough to barter with Nintendo?

Hayashi: Nothing particularly. They trusted us with the gameplay elements, so I feel growth went easily.

Can I beat the sport with only a ladle?

Matsushita: I feel there’s worth in that play fashion! I encourage folks to tackle that problem!