Breath Of The Wild Computer Background Archives

Breath Of The Wild Computer Background Archives

Breath Of The Wild Computer Background Archives

Breath Of The Wild Computer Background Archives

T. Allart, G. Levieux, M. Pierfitte, A. Guilloux, and S. Natkin, Difficulty influence on motivation over time in video games using survival analysis, Proceedings of the 12th International Conference on the Foundations of Digital Games, p.2, 2017.
URL : https://hal.archives-ouvertes.fr/hal-02436676

G. Andrade, G. Ramalho, H. Santana, and V. Corruble, Extending reinforcement learning to provide dynamic game balancing, Proceedings of the Workshop on Reasoning, Representation, and Learning in Computer Games, 19th International Joint Conference on Artificial Intelligence (IJCAI). pp, pp.7-12, 2005.
URL : https://hal.archives-ouvertes.fr/hal-01493239

M. V. Aponte, G. Levieux, and S. Natkin, Measuring the level of difficulty in single player video games, Entertainment Computing, vol.2, issue.4, pp.205-213, 2011.
URL : https://hal.archives-ouvertes.fr/hal-01125929

A. Bandura, Self-efficacy: toward a unifying theory of behavioral change, Psychological review, vol.84, issue.2, p.191, 1977.

J. Concato, P. Peduzzi, T. R. Holford, and A. R. Feinstein, Importance of events per independent variable in proportional hazards analysis i. background, goals, and general strategy, Journal of clinical epidemiology, vol.48, issue.12, pp.1495-1501, 1995.

T. Constant and G. Levieux, Dynamic difficulty adjustment impact on players' confidence, Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, vol.463, 2019.
URL : https://hal.archives-ouvertes.fr/hal-02141897

T. Constant, G. Levieux, A. Buendia, and S. Natkin, From objective to subjective difficulty evaluation in video games, IFIP Conference on Human-Computer Interaction, pp.107-127, 2017.
URL : https://hal.archives-ouvertes.fr/hal-01678476

S. Demediuk, M. Tamassia, W. L. Raffe, F. Zambetta, X. Li et al., Monte carlo tree search based algorithms for dynamic difficulty adjustment, 2017 IEEE Conference on Computational Intelligence and Games (CIG), pp.53-59, 2017.

H. Fujibayashi, E. Aonuma, A. Toda, and S. Takizawa, The legend of zelda: Breath of the wild, Game [Nintendo Switch, 2017.

A. Gavin, Making crash bandicoot part, vol.6, pp.2018-2027, 2011.

Y. Hao, S. He, J. Wang, X. Liu, and W. Huang, Dynamic difficulty adjustment of game ai by mcts for the game pac-man, Natural Computation (ICNC), 2010.

, Sixth International Conference on, vol.8, pp.3918-3922, 2010.

N. Hocine and A. Gouaïch, Therapeutic games' difficulty adaptation: An approach based on player's ability and motivation, Computer Games (CGAMES), 2011 16th International Conference on, pp.257-261, 2011.

M. Ishihara, S. Ito, R. Ishii, T. Harada, and R. Thawonmas, Monte-carlo tree search for implementation of dynamic difficulty adjustment fighting game ais having believable behaviors, 2018 IEEE Conference on Computational Intelligence and Games (CIG), pp.1-8, 2018.

C. Klimmt, C. Blake, D. Hefner, P. Vorderer, and C. Roth, Player performance, satisfaction, and video game enjoyment, ICEC. pp, pp.1-12, 2009.

N. Lazzaro, Why we play games: Four keys to more emotion without story, 2004.

T. W. Malone, Heuristics for designing enjoyable user interfaces: Lessons from computer games, Proceedings of the 1982 conference on Human factors in computing systems, pp.63-68, 1982.

J. Mccaffrey, Test run -coding logistic regression with newton-raphson, pp.2018-2027, 2012.

J. Nakamura and M. Csikszentmihalyi, The concept of flow, Flow and the foundations of positive psychology, pp.239-263, 2014.

J. K. Olesen, G. N. Yannakakis, and J. Hallam, Real-time challenge balance in an rts game using rtneat, Computational Intelligence and Games, 2008. CIG'08. IEEE Symposium On, pp.87-94, 2008.

R. M. Ryan, C. S. Rigby, and A. Przybylski, The motivational pull of video games: A self-determination theory approach, Motivation and emotion, vol.30, issue.4, pp.344-360, 2006.

P. Spronck, I. Sprinkhuizen-kuyper, and E. Postma, Difficulty scaling of game ai, Proceedings of the 5th International Conference on Intelligent Games and Simulation, pp.33-37, 2004.

P. Sweetser and P. Wyeth, Gameflow: a model for evaluating player enjoyment in games, Computers in Entertainment (CIE), vol.3, issue.3, pp.3-3, 2005.

, Unity: Tanks tutorial, pp.2018-2027, 2015.

O. Yasuyuki and S. Katsuhisa, Racing game program and video game device, pp.2018-2027, 2003.

A. Zook and M. O. Riedl, A temporal data-driven player model for dynamic difficulty adjustment, 2012.

Источник: [https://torrent-igruha.org/3551-portal.html]
, Breath Of The Wild Computer Background Archives

The Legend of Zelda: Skyward Sword

The Legend of Zelda: Skyward Sword[b] is an action-adventure game developed and published by Nintendo for the Wii. The sixteenth mainline entry in The Legend of Zelda series, it was released worldwide in November 2011. The game was made available worldwide on the Wii U eShop in September 2016. Taking the role of series protagonist Link, players navigate the floating island of Skyloft and the land below it, completing quests that advance the story and solving environmental and dungeon-based puzzles. Gameplay mechanics and combat, the latter focusing on attacking and blocking with sword and shield, are reliant on the Wii MotionPlus peripheral.

Skyward Sword is the first game in the Zelda continuity, detailing the origins of the Master Sword, a recurring weapon within the series. Link, resident of a floating town called Skyloft, heads on a quest to rescue his childhood friend Zelda after she is kidnapped and brought to the Surface, an abandoned land below the clouds. Armed with the Goddess Sword and aided by a spirit named Fi, Link must ensure Zelda's safety and stop Ghirahim as he attempts to resurrect his master, Demise.

Development lasted around five years, beginning after the release of Twilight Princess in 2006. Multiple earlier Zelda games influenced the developers, including Twilight Princess, Ocarina of Time and Majora's Mask. Many aspects of the game's overworld and gameplay were designed to streamline and populate the experience for players. The art style was influenced by the work of impressionist painters including Paul Cézanne. The implementation of Wii MotionPlus proved problematic for the developers, to the point where it was nearly discarded. It was the first Zelda game to use a live orchestra for the majority of its tracks, with music composed by a team led by Hajime Wakai and supervised by Koji Kondo.

First revealed in 2009, it was initially planned for release in 2010 before it ended up being delayed to 2011 to further refine and expand it. The game was a critical and commercial success, receiving perfect scores from multiple journalistic sites, winning and receiving nominations for numerous industry and journalist awards, and selling over three million copies worldwide. Despite the accolades it received, points of criticism directed toward certain aspects of the game's design proved to be a key influence in the development of the next entry for home consoles, Breath of the Wild.

Gameplay[edit]

The Legend of Zelda: Skyward Sword is an action-adventure game in which players take on the role of series protagonist Link through a series of monster-populated overworlds and navigating dungeons featuring puzzles and bosses.[4] Link is controlled using the Wii Remote and Nunchuk, and the Wii MotionPlus peripheral is required to play. The greater majority of gameplay mechanics revolve around the use of motion controls: these include camera control with the Nunchuk and general hotkey actions and movement linked to the Wii Remote. Jumping across gaps and scaling ledges happen automatically within context. The Nunchuk is also used to make Link perform a forward roll.[5] Link can sprint for short distances but sprinting and other actions such as climbing and carrying heavy objects are limited by a stamina meter, which recharges after a few seconds when not performing actions that drain it.(Your stamina gauge will actually drain at half speed when it is less than 1/4 full, but it refills at a constant rate. Therefore, when sprinting over long distances, it is most efficient to sprint until just before you run out of stamina (fourth beep), and then let it refill only to 1/4 full before sprinting again.)[6]. When depleted entirely, Link's movement speed is reduced and he is left vulnerable until the meter refills.[4][7] Standard navigation takes place from a third-person perspective, while the Dowsing search function switches to a first-person view: Dowsing scans an area for a selected object, with new Dowsing objectives appearing depending on the game context.[4][5]

Fighting enemies, which appear in both the overworld and dungeons, relies on Link's use of his sword and shield.[4][8] Link's sword movements are mapped to the direction the Wii Remote is flicked by the player, and other moves include a forward thrust and a stab. Enemy movements are designed to anticipate and block Link's combat movements.[5][7][8] By raising the Wii Remote, the sword gathers energy which can be unleashed in a Skyward Strike. Skyward Strikes are also used to trigger environmental elements such as magical switches.[5][9] The shield is controlled with the Nunchuck: when the shield is raised, it can be used to reflect attacks. Spin attacks and Finishing Blows are activated by swinging both the Wii Remote and Nunchuck.[5] Link's health is represented with Hearts, with Link taking damage whenever he is hit: if he loses all Hearts, the game ends.[5][10]

The game takes place on the floating island of Skyloft and surrounding airborne islands; the three Surface overworlds where the majority of the main adventure takes place. Side quests for the town's citizens are unlocked as the game progresses. The different areas of the Surface are accessed through portals in the clouds. Side quests for characters of the Surface are also available and are sometimes mandatory for completing the main quest. Skyloft is navigated with a Shoebill-like bird called a Loftwing, while the Surface is navigated on foot. Beacons can be set on the map for Link to follow, and save points in the form of statues preserve Link's progress up to that point.[4][9][10] During his quest, Link is aided by the sword spirit Fi, who can give hints to the player for both environmental elements and enemies: for example, when an enemy is targeted and Fi is summoned, she will give the enemy's characteristics and weaknesses.[5]

Traditional series items such as Bombs and the Bow and Arrow appear, along with new additions such as a mechanical Beetle that flies to areas beyond Link's reach and a whip for grabbing otherwise-unreachable objects and activating levers.[4][7][8] Link's shield takes damage when blocking attacks fail, and may eventually break. Items and equipment can be upgraded, making them stronger and more durable. In addition to consuming resources, Link must also pay for the upgrade with Rupees, the game's currency which is scattered throughout the world.[4][5][11]

Plot[edit]

Skyward Sword takes place at the beginning of the Zelda continuity:[12][13] according to legend, three ancient Goddesses bestowed a great wish-granting power: the Triforce. The Demon King Demise sought the Triforce, and he laid waste to much of the land in his quest for it. The Goddess Hylia gathered the survivors and sent them into the sky, allowing her to launch a full-scale offensive against Demise. She was victorious, but the land was severely damaged. Uncounted years later, the outcrop is known as Skyloft, and its people believe the "Surface" below the clouds is a myth.[13][Game 1]

In the present, knight-in-training Link passes his final exam despite attempted interference by his class rival Groose, who considers himself a romantic rival for Link's childhood friend Zelda. After passing the exam and on a celebratory flight together, Zelda is whisked away below the clouds by a dark tornado. After recovering back on Skyloft, Link is led into the island's statue of Hylia to the Goddess Sword by Fi, the spirit of the sword who resides within it. Link draws the sword, showing himself to be the prophesied hero who will finally destroy Demise. Opening a way through the clouds to the Surface, Link is guided by Fi to the Sealed Temple, where he meets an old woman who tells him to track Zelda: this leads Link across the regions of Faron Woods, Eldin Volcano, and the Lanayru Desert. While he catches up with Zelda, he is prevented from returning her to Skyloft by Impa, a young woman guarding and guiding Zelda. Link also encounters Ghirahim, a self-proclaimed Demon Lord working towards freeing Demise. At the Temple of Time in the Lanayru Desert, Link defends Zelda and Impa from Ghirahim, giving the two time to depart through a Time Gate into the past which Impa destroys as they pass through.

Returning to the Sealed Temple, Link is followed by Groose and the two end up on the Surface together. Link then has to defeat the Imprisoned, a monstrous form of Demise attempting to reach the Sealed Temple, after the old woman shows him a second dormant Time Gate. With the Imprisoned defeated, Link sets out to strengthen the Goddess Sword by passing trials set by the ancient Goddesses and using their gifts to find Sacred Flames to purify and strengthen the blade so the Time Gate can be awakened. Returning to find the Imprisoned attempting to break free, Link reseals it with help from Groose. Activating the Time Gate and traveling to the past, he finds Zelda and learns that she is the mortal reincarnation of Hylia: Hylia could not kill Demise and was too weakened from their battle to fend him off again, so she created the Goddess Sword and reincarnated as a mortal to find someone who would fulfill her duty by using the Triforce to wish Demise's destruction, as only mortals can use the artifact. Zelda then seals herself inside a crystal to strengthen Demise's seal, granting her power to the Goddess Sword and upgrading it into the Master Sword.[Game 2]

Link locates the Triforce on Skyloft and uses it to destroy Demise. With Demise dead, Zelda is freed, but Ghirahim arrives and kidnaps Zelda: though Demise is dead in the present, Ghirahim intends to use Zelda as a sacrifice to resurrect him in the past.[Game 3] Link pursues Ghirahim into the past and fights through his army. He then defeats Ghirahim, who turns out to be the spirit of Demise's sword but is unable to prevent Zelda from being used to reincarnate Demise's humanoid form. Groose guards Zelda's body while Link challenges Demise: Link triumphs and absorbs Demise's essence into the sword, but Demise curses Link and Zelda's descendants to be haunted by his reincarnated rage.[c][Game 4] To complete the sword's seal, Link drives it into a pedestal in the Sealed Temple, with Fi accepting eternal slumber as a result. Groose, Link and Zelda return to their time while Impa remains behind and destroys the Time Gate, as she is a person of that time and must watch over the Master Sword.[Game 5] In the present, the old woman greets them one last time before she dies and vanishes, revealing that she was Impa. The game ends with Groose returning to Skyloft, while Zelda deciding to remain on the Surface to watch over the Triforce: she and Link together establish the kingdom of Hyrule.[13][Game 6]

Development[edit]

Skyward Sword's development began in 2006, after the release of The Legend of Zelda: Twilight Princess for GameCube and Wii. It was developed by Nintendo Entertainment Analysis & Development, a development division of series publisher Nintendo.[2] They were assisted in development by the Kyoto branch of Monolith Soft.[1] Its producer was Eiji Aonuma, a major contributor to the Legend of Zelda series. His main preoccupation during these early stages was whether the developers could continue creating The Legend of Zelda games using the same development mindset that had been used up to Twilight Princess.[15] The game's director was Hidemaro Fujibayashi: previously working as assistant director on The Legend of Zelda: Phantom Hourglass for the Nintendo DS, Skyward Sword was his first project for home consoles. He began work on Skyward Sword after finishing Phantom Hourglass, and continued working on the game alongside his work on The Legend of Zelda: Spirit Tracks. When Spirit Tracks was finished, Fujibayashi and the game's development team transferred back to working on Skyward Sword.[15][16]

According to Aonuma, the team's starting point for development was the Wii version of Twilight Princess: feeling they had not fully realized their goal of creating a vast and realistic world with Twilight Princess, they used their previous work as a foundation for the next game. They also sought to create a memorable experience equivalent to The Legend of Zelda: Ocarina of Time, by that time considered the series' most memorable game.[17] Development lasted around five years, and according to series producer Shigeru Miyamoto, the game's budget was considered quite high for a Nintendo project.[2][18] The development time was initially estimated at three years, but difficulties and changes in the game's development extended development time by a further two years: despite this, Miyamoto felt that this was not wasted development time as the first two years went into experimentation.[19] By June 2011, the game was complete aside from fine-tuning and balancing its mechanics.[20]

A new Zelda game was first hinted at in April 2008, when Miyamoto stated that the Zelda development team were reforming to create new games.[21] Miyamoto later confirmed at the 2008 Electronic Entertainment Expo (E3) that a new Zelda was in development for the Wii.[22] The game was unveiled at E3 2009, although its title remained unknown. Due to its in-development state, Miyamoto could not show off gameplay as he had wished. Instead, he showed promotional art featuring Link and Fi. He also announced the game's use of Wii MotionPlus, along with its planned 2010 release window.[23] In a later interview, Aonuma's comments on the game's playability brought this release window into doubt. He also noted that his wish to focus on the new game meant that the release date of Spirit Tracks was shifted to the end of 2009 rather than its initial projected release in early 2010.[24] The game's title was announced at the event, along with its revised release period in 2011 and a playable demonstration.[25] According to Miyamoto, the game was delayed from its planned 2010 release window as the staff felt that they would be releasing an unfinished product if they put the convenience of the company ahead of creating a quality experience. They used the extra year to both finish the core elements and polish up the game as a whole.[26]

Multiple promotional elements were created: a five-part online comic was written and illustrated by Jerry Holkins and Mike Krahulik under their Penny Arcade Presents series, and television commercials featuring actor and comedian Robin Williams and his daughter Zelda were made, playing on the actor's stated love for the series.[27][28]Skyward Sword released in all regions in November 2011: it released in Europe on November 18, North America on November 20, Japan on November 23, and Australia on November 24.[29][30][31][32] The game was released as both a standard edition and a limited deluxe edition that included a gold Wii Remote Plus. An anniversary CD was included with both editions containing orchestrated versions of various iconic musical pieces from the series.[33] Following its release, a glitch was discovered that corrupted save files if three late-game events were taken in a certain order. Once revealed, Nintendo issued instructions on avoiding it and set up a special channel on their Wii site in Japan to gain feedback, along with offering to manually repair corrupted save files.[34][35]

Scenario[edit]

The script for cinematic scenes was written by Naoki Mori, who joined the project for one and a quarter years in his role: the cinematic director was Shigeki Yoshida, who was brought on at the same time as and worked on the storyboards with Mori. The initial script was proposed by Fujibayashi based on his perception of the game's structure.[36] As the game's theme was the use of the sword, and the sword most associated with the series was the Master Sword, the team decided to make it an origin story for the weapon.[36][37] An early element was whether to incorporate the creation of Hyrule, while also needing to explain the creation of Skyloft: this initial stage of story development ended up being difficult as their initial story plans were full of contradictions to established series lore due to them wanting to create an origin story for the entire series. These issues were further complicated by the third year of development with the necessity of finalizing the gameplay and environments. Feigning illness, Fujibayashi shut himself away in a hotel room and wrote the synopsis in a single day. Mori wrote the dialogue based on Fujibayashi's synopsis, who needed to work out the fine details with Fujibayashi. A scene Fujibayashi was intent on including was where Zelda jumped from the edge of Skyloft and Link caught her: this was fitted in for the two characters after the end of Link's exam.[36] The early part of the story was quite different from earlier Zelda games, playing out in a similar way to a school drama.[38] Once the script was finished, it was handed to Yoshida so his team could create the cinematics. The total number of cinematics was estimated as 79, coming to over 120 minutes.[36]

The relationship between Link and Zelda was quite different from earlier incarnations, in particular the fact that Zelda was not royalty. According to Aonuma, a recurring difficulty was how contrived the necessity for Link to rescue Zelda became with each passing installment, as their contact may only have been fleeting beforehand. In response to this, the team considered how to make the player care about Zelda and want to rescue her. Having the two characters as childhood friends served this purpose and cut down on extraneous plot elements. They continued to encourage the player by having Link only just miss her on her early travels across the Surface.[39] Mischievous elements were also added to Zelda's personality by her pushing Link over a ledge: initially intended as a rule of three-style gag, it was cut down to two during development.[36] The figure of Hylia was a new addition to the world's lore, although her existence was linked to Zelda, with the two being essentially the same character known under different names in subsequent ages. Groose, who acted as Link's rival, was introduced to make the story more interesting within the school setting. Groose's maturation during the story was intended to help convey Link's parallel growth as a character as he was otherwise mute and static.[37]

Fi was created before the implantation of Wii MotionPlus when she was going to be part of some different undefined gameplay concepts unrelated to motion control. Her design was based on the design of the Master Sword, referencing her origins as the sword's spirit. She also served as an alternate explanatory voice as Link was a silent protagonist.[39] According to staff, Fi's technical dialogue for each area of the game was written by different people, verbal inconsistencies arose that needed addressing, so Fujibayashi adjusted them all so she sounded consistent.[40] Nearly all of Fi's dialogue was ultimately written by Fujibayashi.[39] Ghirahim was designed to be similar to the Dark Link character from Ocarina of Time: he could read Link's movements, requiring players to think strategically to defeat him rather than simply swinging Link's sword around randomly.[38] Character designs were far more detailed than in previous Zelda games. Clothing was frequently designed to complement backgrounds, such as Zelda's pink and red dress in the opening.[41] The game's use of warm colors and brushstroke-like aesthetics was inspired by impressionist artwork, pioneered in the 19th century by painters such as Claude Monet: a particular element cited by Miyamoto was the sky, which he called a tribute to Paul Cézanne's work. The basic starting point for the art style was that it was a fantasy world.[3][42] The final version was referred to as a balance between the cartoon styling of The Legend of Zelda: The Wind Waker and Twilight Princess, where the cartoon shading was transferred onto an older version of Link. The team settled this art style as it would properly portray the more exaggerated actions of some characters and general swordplay while preserving Link's mature appearance.[16][43]

Design[edit]

Despite early difficulties implementing it, the gameplay of Skyward Sword made extensive use of the Wii MotionPlus (left, on Wii remote), resulting in multiple design elements revolving around its use.[2][16] A golden Zelda-themed Wii remote (right) was released as tie-in for the game, with built-in Wii MotionPlus functionality.[33]

During development, the team faced a lot of problems when designing the game so it would be both familiar for series fans and fresh to old and new players. The pieces of gameplay experimentation meant that the development was "a more fundamental ground-up process" than earlier games such as The Wind Waker. Their earlier games had involved lifting elements from earlier games and pasting them into a new entry, but for Skyward Sword the developers wanted to add a new play structure to avoid fans seeing it as more of the same.[19] The original concept for gameplay using the Wii MotionPlus was proposed by Fujibayashi at a point when the team was already developing the gameplay around the console's standard Wii Remote and Nunchuk control scheme. When first proposed, Aonuma was highly enthusiastic, and his wish to change to Wii MotionPlus meant that work on the game needed to begin all over again.[2] The use of Wii MotionPlus proved challenging for the developers to implement, to the point where at one point Aonuma seriously considered dropping it from the game entirely. After the release of Wii Sports Resort, the team saw how motion controls could be used for swordplay: after talking with the development team, they were able to borrow the technology and used it to create the motion-driven swordplay.[16] The implementation of Wii MotionPlus meant that the enemy artificial intelligence needed to be able to counter it, adjusting their stances depending on the position of Link's sword.[37]

When creating Link's sword movements, the team initially wanted them to be as realistic as possible, but because it was detrimental to the character's portrayal, they had to include unrealistic movements to preserve the atmosphere. The Skyward Strike was initially born from Aonuma thinking up a possible mechanic of holding the sword above Link: these also gave rise to the game's title. Having sword fighting relying on Wii MotionPlus freed up other buttons on the controller, allowing the addition of the Dash sprinting option. So as not to interrupt the flow of gameplay, they incorporated other elements into the Dash function, such as scaling walls rather than just slamming into them.[2] The Dowsing mechanic was created early on, based on the gameplay themes of discovery and exploration. Due to the introduction of Dowsing, the team did not have to create environmental landmarks for places and objects of importance as they had done in previous games. So players would not get lost in the terrain, they also introduced the marker beacons.[44] Items were designed so they could be visible in any area, such as the bright blue Bombs. They were also designed based on their original location: those from Skyloft used a bird motif, while those from other Surface regions used more intricate designs.[41] The Beetle acted as a replacement for the boomerang, as the team wanted an item that players could control.[37] The Beetle and other pseudo-technical items gave rise to the ancient mechanical theme that appeared in the Lanayru Desert region.[2] At Miyamoto's insistence, the more desirable items that were normally placed towards the end of a campaign were made available to players from an early stage.[38] When designing items, the developers were faced with the usual problems of the interdependence of items and dungeons creating a chicken-and-egg scenario for the developers.[39] The menu for Item access was also redesigned around the use of Wii MotionPlus.[2]

In past Zelda games, the team had made numerous new fields for player exploration, but this time they limited the number of overworlds to three and expanded their content so players would be able to fully appreciate them through repeated visits.[37][44] The team also created the world based on their experiences with Twilight Princess: feeling that the overworld and dungeons were too large with puzzles too thinly dispersed, the team both sought to compact areas and have environmental puzzles in the overworld. The biggest difficulty was ensuring that players could reach areas quickly while still discovering new features and puzzles.[15][37] The creation of the Skyloft overworld was due to difficulties connecting the three Surface-based overworlds due to drastically contrasting environments. The sky was initially going to be presented similar to the course selection screen from the Super Mario series, but this was changed to an overworld with its own quests and population so Link had a place where he could prepare for his adventures. An initial idea, when jumping down from the sky seemed unlikely to be approved, was to have a huge tower acting as a central hub, with the height at which Link jumped lengthening the duration of his free fall. Once the concept of traveling from the sky had been chosen instead, the Loftwing mounts were created so it looked and felt more rational to players. These overlapping gameplay mechanics triggered the creation of Skyloft, along with elements of the early game such as the Knight Academy.[45] The continual movements and routines of Skyloft's people were modeled after similar time-driven mechanics from The Legend of Zelda: Majora's Mask, with similar links between character-specific side quests and the main narrative.[38] Despite the aerial element, the mechanics necessary for free navigation meant a Loftwing racing minigame could not be implemented.[37]

Each Surface overworld had a specific theme: the forest overworld revolved around landforms altering gameplay, the volcano overworld focused around changing the rules of gameplay, while the desert overworld was themed around duality between past and present.[46] The first areas, the Sealed Grounds and Faron Woods, were created so players could be eased into the game's mechanics and navigation.[44] While the forest areas were made to be mostly flat, the Eldin Volcano overworld was made with height differences in mind to provide a greater challenge. Elements in the volcano terrain included areas of lava and slopes where Link's sprinting ability would become necessary for reaching new areas.[40] For the Lanayru Desert, the team created three different overworld zones due to its unique time-shifting mechanics, triggered with Time Shift stones: this shifting between different zones was inspired by similar systems in Ocarina of Time and Twilight Princess. The portable Time Shift stones were one of many ideas included in the desert overworld as they did not fit with the forest or volcano environments. A difficult feature to include naturally was the remnants of Lanayru's Ancient Civilization, which used electricity to power both its technology and citizens.[46] Enemy types that recurred in all Surface-based overworld areas were given slightly altered designs so they would be unique to each overworld.[40] The Silent Realms were created as a new mechanic, filled with enemies that could not be defeated and relying on Link's sprinting ability rather than his weapons or items. While they had experimented with indestructible enemies in Phantom Hourglass and Spirit Tracks, but this time it was changed by restricting Link's options and actions. They also created a time limit for added strategy, as knowledge of the areas where the Spirit Realms were located was key to completing them. This was also why they were set up in areas players would already be familiar with.[37][40] They were originally in the form of special dungeons, but this was discarded in favor of the familiar areas.[39]

Audio[edit]

The game's sound team consisted of ten people: five handling general sound design, and five handling music composition. Hajime Wakai acted as the game's sound director and lead composer, with the other composers being Shiho Fujii, Mahito Yokota, and Takeshi Hama.[2][36][47][48][49] Longtime series composer Koji Kondo had a supervisory role, only composing a single piece by himself: the music accompanying the prologue video describing the mythical origins of Demise and Hylia.[15] He also helped in arranging the other composer's pieces, using an electric piano and a Mac computer.[47] Fujii was responsible for the music focused on environments, dungeons, boss battles: among her work was the music for Skyloft. She used art and environmental assets so that her compositions would fit in with their environments.[48] A first for the Zelda series, the music was performed using a live orchestra rather than synthesized instruments. It was the first time Nintendo EAD had used a live orchestra. Any previous orchestral elements in Twilight Princess, which amounted only to one track, were handled by their Tokyo division. Due to his experience, the department's musical lead Yokota was brought on to help orchestrate the score. Aonuma initially did not think of using an orchestra and was still sure the score would remain synthesized even after Wakai asked him about it. An orchestra was finally chosen after Miyamoto insisted upon it, a decision which surprised the entire team.[36]

Using the orchestra enabled a greater expression of emotion, which meant that they used it when creating scores for environments, cinematic scenes, and emotional moments within the story. Conversely, the team was given less freedom to adjust tracks as they had been able to with synthesized tracks. Something new they did for Skyward Sword was producing unique themes for specific characters such as Link and Zelda. They also added people singing songs, another element new to the series. One notable element was the game's main theme "Ballad of the Goddess", which was a reversed version of the recurring tune "Zelda's Lullaby".[15] Due to the use of an orchestra and the sheer amount of extra work going into the sound design, the music team doubled in size from the standard five-person group, and became the largest sound team at the time to have worked on a Nintendo game.[2][36] The positive reception of the orchestral score within the company led to the creation of The Legend of Zelda 25th Anniversary Symphony Concert, a celebratory concert featuring orchestrated versions of classic Zelda themes.[36] Music was also woven into the story and gameplay through the use of the harp Link receives, using a recurring theme within the series of music being a central part of the experience. In contrast to previous games, the instrument could be played at any time rather than at specific times and places.[15]

Reception[edit]

Skyward Sword received acclaim from multiple journalistic magazines and websites upon release; it received a score of 93/100 on aggregate site Metacritic based on 81 reviews.[50] It was the site's 10th highest scoring game of 2011,[66] and also ranked as the 6th best-reviewed Wii game of all time.[67] It received perfect scores from multiple publications:[50] these included Famitsu,[56]IGN,[61]Eurogamer,[55]Game Informer,[57]Edge Magazine[53] and VideoGamer.com.[65] In the case of Famitsu, Skyward Sword was the third Zelda game and sixteenth video game in the magazine's history to be given a perfect score at that time.[56]

Famitsu was highly positive, praising the overworld and gameplay: one reviewer felt that it would form the new standard for both the Zelda series and video games as a whole.[56]Edge was highly positive about all aspects of the game aside from the player-driven upgrade system, and even then it was not enough to spoil the experience for the reviewer.[53]Nintendo Power gave it similar praise, saying that "it's truly worthy of being called 'epic'".[63] Ray Carsillo of Electronic Gaming Monthly appreciated the game's nostalgic value, but found the motion control difficult to handle and kept the game from being truly great.[54] Jose Otero, writing for 1UP.com, praised the developers for putting effort into moving away from Zelda tradition and called it one of the better games in the series, but said that those detrimental elements that remained such as side quests and some item usage made Skyward Sword "a weird middle ground filled with genuine surprises, inessential carry-overs, and copy/paste quest structures".[51]

GameSpot's Tom McShea was notably less positive than other critics, praising the storyline, dungeons, enemies and visuals while faulting the controls for being unreliable and feeling that most of the experience felt both unnecessary and overly familiar.[59]Destructoid's Jonathan Holmes called Skyward Sword his new favorite 3D game from the series, but noted that its exclusive use of motion controls would put off potential players.[52] Oli Welsh of Eurogamer was highly positive, praising the controls, gameplay experience and additional elements such as upgrades: he gave particular praise to the game's visuals, which were impressive despite hardware limitations.[55]Game Informer's Phil Kollar echoed both general praise of the gameplay and presentation, and minor issues experienced with the motion controls: he concluded by saying that Nintendo had fulfilled its initial promises for the Wii with Skyward Sword.[57]GamesRadar's Carolyn Gudmundson called it "perfectly balanced mix of innovation and classic Zelda gameplay" despite minor control issues.[58]

GameTrailers noted that, despite its many strengths such as a believable relationship between Link and Zelda, Skyward Sword represented the series' "first gray hairs" due to some of its mechanics feeling dated in the modern gaming landscape.[60] IGN's Richard George felt that the game returned The Legend of Zelda to being a revolutionary series in the gaming industry, praising almost every aspect of the game except for the soundtrack, which he felt did not live up to series standards despite its quality.[61]Joystiq writer Griffin McElroy noted that a lot of the game's content seemed unnecessary and extravagant, but said that beneath this surface lay "the best Zelda game of all time".[62] Steve Hogarty of Official Nintendo Magazine shared many points of praise with other positive journalist reviews, calling it the greatest game in the series to date.[64]VideoGamer.com's Chris Schilling called it one of the best Zelda games, praising its motion controls, narrative and treatment of series tradition.[65]

Awards[edit]

Following its release, Skyward Sword won numerous awards. At IGN's "Best of 2011" awards, it was awarded "Best Game",[68] "Best Graphics",[69] "Best Sound"[70] and "Best Story"[71] in the Wii category. It was also given the "Reader's Choice" award in the "Best Overall Game" category: it was also among those nominated as the site's "Game of the Year".[72] In Digital Trends' similar awards, it was named as "Best Action-Adventure" and "Best Wii Exclusive", and was nominated for the site's "Game of the Year" award.[73] RPGamer's own "Best of 2011" awards named Skyward Sword "Best Console and PC Game" and awarded it for "Best Music".[74][75] It also received "Game of the Year" awards from Electronic Gaming Monthly, GameSpot, Edge and Nintendo Power.[76][77][78][79] It received "Excellence" and "Most Valuable Character" awards from Famitsu, the latter being awarded for the protagonist Link.[80] It received multiple nominations in 2012 at the Interactive Achievement Awards (now known as the D.I.C.E. Awards), Game Developers Choice Awards and the BAFTA Games Awards.[81][82][83][84] At Spike, the game won awards for "Best Wii Game" and "Best Motion Game".[85]Skyward Sword has since been ranked among the best games developed for the Wii.[86][87][88][89]

Sales[edit]

Upon its Japanese debut, Skyward Sword sold nearly 195,000 units, reaching the top of sales charts.[90] Sales quickly declined, dropping out of the Top 20 within a few weeks. By the end of December, it had sold less than 320,000 units: this was below equivalent sales for other recent home console and portable Zelda games.[91] The game's sales were strong overall going into January 2012, with its largest sales coming from North America.[92] Its first month sales in North America came to around 600,000 units, nearly double its Japanese sales.[91] In the UK, Skyward Sword was the seventh best-selling game of November in the multiformat charts, stated as impressive given the waning popularity of the platform.[93] It was also the region's top-selling Wii game during its week of release, supplanting the previous week's top seller Just Dance 3.[94] It failed to reach the top-five best-selling Wii games for that year.[95] Its total worldwide first-week sales came to 919,119 units. According to Nintendo of America president Reggie Fils-Aime, Skyward Sword was the fastest-selling game in the series at that time.[96] As of December 2011, the game has sold 3.41 million units worldwide: 380,000 of these units were sold in Japan while 3.04 million units were sold overseas.[97]

Legacy[edit]

When development started on the next home console Zelda game, The Legend of Zelda: Breath of the Wild, the developers wanted to improve on what they had achieved with Skyward Sword and the feedback it received from both fans and critics, along with creating a non-linear world based on player complaints about the linearity of Skyward Sword.[98][99][100][101] Aonuma and Fujibayashi both returned respectively as producer and director.[102][103] Aonuma's stated wish with Breath of the Wild was "to expand and make a better Skyward Sword". In addition, Aonuma stated that it might be possible to create an HD remake of Skyward Sword for current hardware.[102] The game was later re-released on the eShop for the Wii U on September 1, 2016: it was released as part of the series' 30th anniversary celebrations.[104]

Notes[edit]

References[edit]

Источник: [https://torrent-igruha.org/3551-portal.html]
Breath Of The Wild Computer Background Archives

The Legend of Zelda: Breath of the Wild

"BotW" redirects here. For the Dungeon, see Bottom of the Well.

The Legend of Zelda: Breath of the Wild is the nineteenth main installment of The Legend of Zelda series. It was released simultaneously worldwide for the Wii U and Nintendo Switch on March 3, 2017.[1]

Story

Link awakens from a deep sleep and a mysterious voice guides him to discover what has become of the ruined Kingdom of Hyrule Kingdom.[3]Link meets an Old Man, who turns out to be the spirit of the deceased King of Hyrule. Link learns from King Rhoam that 100 years prior, a great evil known as the Calamity Ganon rose up and laid waste to the kingdom and its people.[4] Unable to be defeated, it was sealed within Hyrule Castle, while the ruins of the land were ravaged by nature over time. Although trapped, the Calamity Ganon has grown in power, and Link must defeat it before it breaks free once more and destroys the world.

After escaping the confines of the Great Plateau, Link is encouraged to meet the wise Sheikah elder Impa and learn about the Guardians and Divine Beasts: 10,000 years prior these machines were created and successfully used by another Hero and another Princess to defeat the Calamity Ganon. But throughout the ages, knowledge about the ancient technology was lost until excavations in Hyrule Kingdom brought them to light once more, coinciding with the expected return of Calamity Ganon a hundred years ago. The Guardians were reactivated and four Champions were chosen to control the Divine Beasts: The Zora princess Mipha, the Goron warrior Daruk, the Gerudo chief Urbosa, and the Rito archer Revali. All the while, Zelda was unsuccessfully trying to gain access to her own prophesied powers, accompanied on her quests by her knight, the HylianChampionLink. When the Calamity Ganon ultimately attacked, it devastated the Kingdom of Hyrule Kingdom by taking control of the ancient machines and turning them against the Hyruleans. As a last resort, Zelda was able to place the gravely wounded Link in the Shrine of Resurrection and use her awoken sealing powers to trap herself with Calamity Ganon in Hyrule Castle.

As Link sets off on his quest to defeat Calamity Ganon, he is asked to investigate the fate of the Divine Beasts and their former Champions. His ultimate goal, however, remains to reach the Calamity Ganon and free the trapped Zelda before the whole world is laid to waste. But with the entire Kingdom of Hyrule Kingdom before him to explore, it is up to Link himself to decide how he wishes to fulfill his foretold role as the HylianChampion.

Gameplay

Climbing is a central new ability for Link, allowing for the exploration of the game's vast version of Hyrule

Open World

Breath of the Wild features a vast open world for Link to explore. Most of Hyrule's scenery is accessible by walking, paragliding or climbing. While the game still includes barriers (such as weather effects, inhospitable environments or strong enemies), many of these can be overcome by using Food, effective weapons and armor or finding alternate routes. The world also includes an elaborate physics system which allows for creative interactions (e.g., cutting down a tree and using its trunk as a raft on a river, or setting grass ablaze and spreading the fire with wind gusts).

Unlike many previous Zelda games, Breath of the Wild does not enforce a specific order in which quests or dungeons have to be solved, with the exception of completing the starting tasks on the Great Plateau. It is possible to challenge Ganon right after leaving the starting area, though the game does encourage exploration in order to solve Ancient Shrines (and thus gaining additional Hearts or Stamina), find useful and powerful equipment, and defeat the game's own version of dungeons, the Divine Beasts. Additionally, many of the game's puzzles can also be solved in various different ways, often rewarding Link for creative solutions.

Controls

Link's controls in Breath of the Wild are reminiscent of previous 3D Zelda games. However, the game is the first to require manual jumps as opposed to auto-jumping over small gaps which was introduced with Ocarina of Time and a long-time staple of The Legend of Zelda series.

Cooking

A new feature introduced with Breath of the Wild is Cooking, which enables the creation of Food that recovers Hearts and bestows various effects on Link. Meals are cooked by broiling up to five edible Materials at cooking pots, such as meat, berries, fruits or herbs. Elixirs can be mixed by including monster parts in various recipes. Depending on chosen ingredients, Link's health will be replenished and/or he will receive effects such as Elemental Resistance, additional Stamina or Hearts, or buffs to his Defense or Attack.

Equipment & Durability

Link can equip a vast variety of different Equipment in Breath of the Wild, including Weapons, Bows and Arrows, Shields, and Armor, allowing for adaptation to the ever-changing environment of Hyrule and tactics used by different enemies. Notably, almost all Weapons, Bows, and Shields found in the game will break after a certain amount of hits. This new Durability system often forces Link to use Equipment salvaged from enemies, even weak ones, instead of just wielding the best Sword available in the game. Equipment that has not been used at all, and thus has sustained no damage, is indicated by a sparkle on the top-right corner of its icon in the Inventory screen. An Equipment that is close to breaking will have a flashing red icon, and a brief notification will appear whenever it is taken out.

Rune Abilities

Main article: Rune

Completing the initial four Ancient Shrines on the Great Plateau bestows Link with four Rune abilities: Magnesis, Stasis, Cryonis and Remote Bombs. These abilities allow Link to manipulate the environment by lifting magnetic objects, freezing objects (and later enemies) in time, creating blocks of ice on water surfaces, and summoning bombs. Other Runes, such as the Camera Rune, can also be found. Together with climbing and paragliding, these abilities are used throughout the rest of the game and (for the very most part) sufficient to solve puzzles and access most of Hyrule. As a consequence, the game does not feature traditional dungeon items that grant abilities to Link.

Game Information

Development

During E3 2014, a video introduced various gameplay elements of Breath of the Wild

The Zelda HD Experience, a The Legend of Zelda tech demo of the Wii U, was shown at E3 2011. In June 2011, Shigeru Miyamoto confirmed that Nintendo is planning on creating an HD The Legend of Zelda title.[5] Development of Breath of the Wild started immediately after the development of Skyward Sword ended.[6]

Breath of the Wild was officially announced in a Wii U Direct presentation on January 23, 2013. Eiji Aonuma stated that the game intended to challenge what was expected of The Legend of Zelda franchise, such as having to complete dungeons in a specific order. The game was already expected to have a long development time, so Nintendo released The Wind Waker HD for the Wii U to decrease the gap between releases.[7] During E3 2014, the first video of the game was shown, revealing Link riding a horse, in addition to a Guardian and Hyrule Field. During the Game Awards 2014, Miyamoto and Aonuma showcased another gameplay video. It demonstrated the scale of Hyrule, which was designed with the open world concept of the original The Legend of Zelda in mind.[8] It also showed the first use of the Paraglider, map features, as well as additional riding and fighting mechanics. Features to be used on the Wii U gamepad were also shown during these videos, which were later removed during development, when the game was ported to Nintendo Switch.

Leading up to the game's release, promotional images were released by Nintendo's various social media outlets

The game's original release was intended for 2015, but as new ideas were implemented during development, the release date was pushed forward several times.[9] The final release window of the game was first revealed in financial documents released in March 2016, and later confirmed by Nintendo via Twitter.[10]

During E3 2016, the game's first playable demo was made available for visitors. It featured the Great Plateau area and showed many new elements of the game, such as dodging, the creation of Food by collecting Materials, the use of enemy Weapons, the return of the Stamina Gauge, new mini-Dungeons called Ancient Shrines and the Sheikah Slate.

Nintendo revealed the final March release date of Breath of the Wild during the Nintendo Switch presentation in January 2017.[1] Shortly afterwards, on February 9, 2017, the game was completed after more than five years of development.[11]

A sequel to Breath of the Wild was announced during the Nintendo Direct at E3 2019.

Release

Breath of the Wild was released simultaneously worldwide for the Wii U and as a Nintendo Switch launch title on March 3, 2017.[1] The game was later released in Taiwan and South Korea on February 1, 2018, only for the Nintendo Switch.[12][13] The game is the last Nintendo-published title on the Wii U platform.

Special Editions

The North American Master Edition

Various special and limited editions for the Switch version of Breath of the Wild were released worldwide.

  • In North America, the Special Edition included the game, a tapestry map, a Sheikah Slate carrying case, a soundtrack with 24 songs, and a Sheikah Eye coin. The Master Edition included the same content as well as a Master Sword statue.
  • In Europe, the Limited Edition included the game, the soundtrack, and the Master Sword statue.
  • In Australia, the Limited Edition included the game, the tapestry map, the soundtrack, the Sheikah Eye coin, and the Master Sword statue.
  • In Japan, the Collector's Edition included the game, the Link (Rider) amiibo, the soundtrack, the tapestry map, and an interchangeable alternate cover. The Deluxe Collector's Edition included the same content as well as the Master Sword statue and 20 postcards.

On November 17, 2017 an Explorer's Edition of the game was released in Mexico and later on in North America and Japan on November 23. This edition featured the game, a 100-page explorer's guide, and a two-sided map.[14] On September 28, 2018 a Starter Pack was released in North America also featuring the game and the explorer's guide.[15] No special edition for the Wii U version of the game was released.

Pre-Order Bonuses

Several retailers offered bonus items for pre-ordering the game.[16] These included a black t-shirt featuring the Sheikah Eye in the Nintendo Official UK Store, a Z icon keyring and a poster featuring artwork from the game in GAME retailers, a wristband in Grainger Games, two double-sized art cards in Argos, and a pin badge in ShopTo. In GameStop retailers, a poster featuring the game's cover artwork was included.[17]

Timeline Placement

The plot of Breath of the Wild directly refers to events that take place 10,000 years and 100 years prior to the game's setting. Before the game's release, Eiji Aonuma revealed that Breath of the Wild takes place after Ocarina of Time.[18] In an interview following the game's release, Aonuma touched upon the idea that details of the history of Hyrule may have changed from previous games, similar to how real-world history books are often revised.[19] In an interview with the game's director, Hidemaro Fujibayashi, he stated that Breath of the Wild takes place in the most recent age, long after the previous games.[20] In an interview with Jeuxvideo, Eiji Aonuma clarified that though Breath of the Wild does take place somewhere on the timeline, its exact placement has not been decided, as definitively placing it during development might limit their ability to further develop the story.[21]

Many references and connections to previous games in the series can be found throughout Breath of the Wild. These include the presence of the Rito who evolved from the Zora in the Adult timeline, the history of the Zora, which tells the tale about the SageRuto who aided the hero in his fight against Ganon.[22] The "Subdued Ceremony" Recovered Memory shows a speech by Zelda which contains references to Skyward Sword, Ocarina of Time, and Twilight Princess,[23] as well as to A Link to the Past and The Wind Waker in Japanese and German.[24][25] Many locations are also named after characters and landmarks, such as Arbiter's Grounds, the Temple of Time, and Darunia Lake.

amiibo Support

Main article: amiibo (Rune)

Breath of the Wild is compatible with all lines of amiibo figures, scannable by using the amiibo Rune ability, which can be activated via the game's options menu. All regular amiibo will grant random items and Materials, while most of The Legend of Zelda-related amiibo will summon treasure chests, containing rarer and sometimes exclusive items (like costumes or special weapons related to the respective games). Additionally, Epona and Wolf Link may be summoned into the game, using the Super Smash Bros. Link and the Wolf Link amiibo, respectively.

A line of Breath of the Wild amiibo figures was also released on the same date as the game, making it the second mainline Zelda game (following Twilight Princess HD) with its own line of amiibo. The figures include two versions of Link, Zelda, a Bokoblin and a Guardian, all featuring their in-game design. This line continued with four amiibo released for The Champion's Ballad DLC; Mipha, Revali, Urbosa, and Daruk. Each amiibo is based on the character's artwork and unlocks a helm based on each Divine Beast.

Completion Records

Main article: Speedrun Records
Time Performer Date Notes

Downloadable Content

Updates

Several free patches have been released for both the Wii U and Switch versions of Breath of the Wild. These updates expand content and patch certain bugs. Unlike the DLC packs, these are downloaded free and automatically upon release.

An initial download intended for the retail Wii U version of the game containing extra game data is required to be installed in order to run the game. The update requires 3 GB worth of space to be installed.[26]

Update Release Date Content
Version 1.1.0 March 2, 2017[27]
  • Adds Downloadable Content and eShop access to the title screen.
Version 1.1.1 March 30, 2017[28]
Version 1.1.2 April 11, 2017[29]
Version 1.2.0 May 1, 2017[31]
  • Allows voice language to be changed in the title screen's Options menu between nine languages.[31]
    • Wii U version requires the Voice Pack to be downloaded from the eShop.[31]
Version 1.3.0 June 29, 2017[32]
Version 1.3.1 August 7, 2017[33]
Version 1.3.3 November 9, 2017[34]
Version 1.3.4 November 21, 2017[35]
Version 1.4.0 December 7, 2017[35]
Version 1.5.0 January 31, 2018[36]
  • Adds support for Chinese (Simplified), Chinese (Traditional), and Korean text to the Nintendo Switch version of the game.[36]
    • While using these languages, selecting "Match System Settings" for the Voice Language Option will use the Japanese voice data.[36]
  • Bug fixes.[36]
Version 1.6.0 April 25, 2019[37]

Expansion Packs

An Expansion Pass, offering paid downloadable content for Breath of the Wild, was made available upon launch for both the Wii U and Nintendo Switch versions. The Expansion Pass includes two content packs which are not available to purchase individually, as well as additional chests with an exclusive item as a bonus for purchasing the pass. The regular price for the entire DLC is $19.99 USD (¥2500, $28.19 CDN, €19.99, £17.99, $30.00 AUD, $33.00 NZD).[39][40]

The Expansion Pass content is divided as follows:

Listings

Characters

Bosses

Enemies

Dungeons

Places

Items

Translations

Credits

Reception

Sales

Eiji Aonuma and Hidemaro Fujibayashi accepting the "Game of the Year" award for Breath of the Wild at The Game Awards 2017

Breath of the Wild was estimated to have sold approximately 1.3 million copies in its first three weeks and around 89% of Switch owners were estimated to have also purchased the game.[44] Sales of the game have remained strong and as of June 30, 2020, the Switch version has sold 18.60 million copies worldwide while the Wii U version has sold 1.08 million copies worldwide as of March 31, 2017,[45][46] giving Breath of the Wild a cumulative total of 19.68 million copies sold.

By March 31, 2018, just thirteen months after its launch, Breath of the Wild, with a cumulative total of 9.56 million copies sold,[47][46] had become the best-selling game in The Legend of Zelda series, excluding remakes, surpassing Twilight Princess's cumulative total of 8.58 million copies sold as of September 30, 2015.[48]

Reviews

Upon release, Breath of the Wild was met with critical acclaim by many game reviews.[49] It also earned a Metacritic score of 97 from more than 100 critics, placing it among the highest-rated games of all time.[50][51] Notably, the game received the most perfect review scores for any game listed on Metacritic up to that point.[52] On whatoplay.com, it receives an aggregate score (playscore) of 9.47 on Wii U based on 17 critics and 23,900+ gamer ratings.[53] Meanwhile its Switch version receives a playscore of 9.55 based on 70 critics and 25,800+ gamer ratings.[54]

Awards

Throughout 2016, Breath of the Wild won several awards as a highly anticipated game, including IGN's and Destructoid's Best of E3,[55][56] at the Game Critic Awards 2016,[57] and at The Game Awards 2016.[58] Following its release, Breath of the Wild received the title of "Game of the Year" from the Japan Game Awards 2017,[59] the Golden Joystick Awards 2017,[60] The Game Awards 2017,[61] IGN,[62], GameSpot,[63] and the 18th Game Developers Choice Awards.[64] The win at The Game Awards was notable as Nintendo's first "Game of the Year" award at this ceremony. Breath of the Wild also won in the categories "Best Game Direction" and "Best Action/Adventure Game".

Trivia

  • Breath of the Wild is the first main game in the series to be localized into Russian and Dutch. Eiji Aonuma himself appeared in the Russian and Dutch Nintendo Switch presentations to introduce the game to Russian, Dutch, and Flemish players.[65][66] Although the Dutch localization is text only whilst retaining the English voice-overs, the Russian localization covers both text and voice acting.
  • During development of Breath of the Wild, various designs for Link were planned, including him riding a bike in a tracksuit and a musician Link wielding a guitar.[67] Other concepts for the game included Hyrule Wars and The Legend of Zelda Invasion, the latter featuring an alien attack.[68]
  • Breath of the Wild is the first game in the series since the Philips CD-i Zelda titles to feature voice acting with dialogue.

Nomenclature

Gallery

External Links

References

Источник: [https://torrent-igruha.org/3551-portal.html]
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