To get that paraglider, you must talk to the old man at the Temple of Time, who won’t appear until you gain the spirit orbs from all 4 shrines on the Plateau, and to access those shrines, you must first activate the plateau’s tower. The final goal is getting the paraglider which allows the player access to the rest of the map. The Great Plateau where the game begins is one of the most interesting areas to think about in terms of game design because it’s really the only segment of the game that restricts you from going elsewhere until you complete a specific objective.ĭesign-wise, the progression towards that objective is very simple. *Spoilers ahead for a large portion of The Legend of Zelda: Breath of the Wild’s main story* And it all started from the moment Link awakens. In finally playing the game, Nintendo not only soothed my fears, but exceeded even my wildest expectations. Will the world feel empty? How would they handle story and skill progression? (Something that past titles have leaned heavily on more linearity for.) I even had questions about feeling a little overwhelmed at the prospect of exploring a vast Zelda world where I could even head straight for the final boss, immediately. Ever since the game was first revealed at E3 2014, where Zelda producer Eiji Aonuma discussed breaking from the conventions of the Zelda franchise, I’ve been interested in seeing how Nintendo would approach an open-world Zelda title.
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