You know, I’ve gotta admire the bravery of Nintendo’s social teams to post even one single tweet about Yona, Sidon’s surprise fiance in The Legend of Zelda: Tears of the Kingdom. However, I also doubt they were that shocked to see fans, slighted by her taking Link’s boyfriend away from him, rolled in with the good jokes.
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The post itself is innocuous enough. We’re two months removed from Tears of the Kingdom’s launch, so we can post about characters who are “spoilers” without anyone getting justifiably mad. The tweet talks about her concern with the sludge problem in Zora’s Domain during the game’s main quest. It also, of course, mentions that she’s planning a wedding with Sidon, the sexy shark man that fans have been shipping romantically with Link with since Breath of the Wild in 2017.
If you weren’t incredibly online and into the Zelda fandom, you wouldn’t think anything of this. If you’re that person, you would also be pretty confused scrolling down to the comments and seeing the good jokes people are making about the situation. But you could probably suss out that Nintendo just hard launched Sidon’s new bae, and the jealous Link and Sidon shippers are in the comments demanding blood. But even so, it feels like everyone is in on the joke, and knew that this was inevitably the reaction Yona gets from the community. Typically, hopefully, all in good fun.
Honestly, as much as it pains me to admit it, my Sidon/Link ship is mostly a gag at this point because after the ending of Tears of the Kingdom, I’m so, so, so on the Link and Zelda are together now train it’s not even funny. Perhaps one day, the rest of my Sidon/Link ship brethren will can find similar peace, and know that even if Sidon marries Yona, she will not outlive the statue of Link riding Sidon that sits in Zora’s Domain.
On Wednesday, CD Projekt Red juiced up The Witcher 3 with yet another patch, giving the eight-year-old fantasy role-playing game improved cross-platform progression on consoles, new features for Nintendo Switch, and even better-looking grass for touching purposes.
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The Witcher 3’s version 4.04 patch introduces a hodgepodge of graphical updates and quality-of-life improvements to both console and PC versions of the game, as well as bringing certain specific improvements to the Nintendo Switch. In short, the latest patch improves the Switch’s cross-progression feature making it so that, once logged in to your CD Projekt Red account, you can pick up where you left off in The Witcher 3 on other platforms. The Switch is also getting the Netflix-inspired content other consoles received in the last patch.
Aside from numerous bug fixes like, umm… “mending grass collision,” patch 4.04 has also made it so you don’t have to do so much fussing in menu screens during combat, letting you switch oils and potions right from the game’s radial menu. It’s a welcome change, since oils are vital tools in taking down specific monsters. Now Geralt can bathe his sword in whatever specific concoction will help him defeat the beasties he’s currently battling without you needing to break the flow of combat by opening up the pause menu and fiddling around with witcher’s brew.
These quality-of-life updates come as the second half of the third season of Netflix’s Witcher series—the final season with actor Henry Cavill in the role of Geralt—is almost upon us. In his absence, Liam Hemsworth will take up the Roach-riding mantle, debuting as the Butcher of Blaviken in the show’s fourth season.
The second part of The Witcher’s third season will premiere on the streamer on July 27.
In a recent interview with Entertainment Weekly, the creative director on Marvel’s Spider-Man 2 revealed that he was nervous about finding the right person to play the sequel’s notorious big bad, Venom. That is, until he heard the unmistakably awesome voice of Candyman actor Tony Todd.
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Speaking with EW, Insomniac Games’ Bryan Intihaar disclosed that deciding on the right voice actor for Venom was “one of the things I was avoiding for as long as possible because I was so scared of who we were going to get to do the voice.” Although Insomniac’s previous Spider-Games, Marvel’s Spider-Man and Spider-Man: Miles Morales, garnered high praise from critics as some of the best iterations of the web-slingers, Intihaar said pressure was on to cast the perfect Venom because “people would have a lot of opinions on it.” But Todd, he says, was up to the task.
“Everything we talked about [with] Venom — that sense of strength, that sense of fear, that sense of overwhelming, so different from Peter — Tony embraces that completely in the performance,” Intihar told EW.
After hearing the booming voice of Tony Todd in the trailer for 2021’s Candyman (in which Todd reprises his role as the title character of the 1992 original), all Intihar’s fears went away. Luckily for Insomniac, Todd had already submitted an audition for the role of Venom.
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As Intihar has noted in previous interviews, the tone of Insomniac Games’ take on the iconic Spider-Man villain will be darker than some other depictions, treating Peter’s struggles with the symbiote as akin to battling an addiction.
“We wanted to try something very different, and I don’t think you can get much more different from Doc Ock than you do Venom,” Intihar said. “It’s about power, it’s about strength, it’s about being slighted, it’s about Peter being involved much more in the creation of Venom. I think that’s what attracted us.”
Narrative director Jon Paquette echoed Intihar’s sentiments, saying Parker’s internal struggle with Venom impacts those closest to him, adding that “there’s a lot of juicy drama that we can get from that.”
“For us, Venom is the host plus the symbiote,” Intihar said. “You don’t get Venom without both of them being bonded together. What Tony represents is that bond. I think, if anything, casting Tony made us feel more confident in the visual design of the character.”
Yes, Insomniac Games’ Venom has a grotesque mouth just like in the movies
Insomniac Games gave fans an exclusive look at Venom’s design in EW’s article, revealing the space-faring symbiote’s numerous teeth and imposing ink-black physique as he roars in the center of a city block surrounded by Humvees. While drafting early concept art for Venom, senior art director Jacinda Chew revealed that the trickiest design components involved his freakish monster mouth.
“One of the challenges we had throughout production was, how much does [Venom] talk?” she says. “I remember we did some concepts early on [of] does Venom have lips? Does he laugh? Does he smile? Does he frown? It’s a fine line between making this creature scary and intimidating, but then also, I guess, relatable.”
For all the monster-fuckers out there who fell to their collective knees at Tom Hardy’s Venom having a gaping maw, I hope Spider-Man 2 throws them a bone. Perhaps it could offer up a tiny crumb of the anti-hero’s silly side by having him give Parker and Miles Morales a shit-eating grin before their inevitable two-on-one brawl.
Marvel’s Spider-Man 2 releases on October 20 for PlayStation 5.
I’ve finished Final Fantasy XVIand am now working on 100 percenting it, including beating the game a second time on the New Game+ “Final Fantasy” mode difficulty. For all the game’s flaws, of which there are plenty, there’s just so much it does that I just can’t get enough of. From the music and environments to the heart-stopping Eikon battles, Square Enix’s latest action-RPG is chock full of things both big and small, in your face and very subtle, that make it, for me at least, one of the most memorable Final Fantasy games in nearly two decades.
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Released on June 22 as a timed PlayStation 5 exclusive, Final Fantasy XVI tells the story of the orphaned prince Clive and his (not so merry) band of outcasts as they seek to overthrow the powers that be and install a new, more equitable world order. It trades the turn-based, menu-heavy RPG customization the franchise is known for for chunky action combat and cinematic spectacle that’s constantly cranked to 11. And it works. Mostly. Here are some of our favorite things we can’t stop thinking about from Square Enix’s latest blockbuster adventure.
Clive’s slutty little waist
If we’re talking about little things in Final Fantasy XVI worth spotlighting, I think it would be a crime to not include Clive Rosfield’s slutty little waist. Who gave that man permission to wear a blood-red corset and just show off what he’s working with at all times? Oh, you’re sad about your brother’s death? I’m sorry, I couldn’t hear you over the sound of your loud-as-fuck fit. Criminal. Lock him away. — Kenneth Shepard
The anime flexes
Screenshot: Square Enix / Kotaku
Spectacle is at the heart of Final Fantasy XVI, and that includes using its Kaiju Eikon fights to recreate some classic anime moments. An early sequence where Ifrit punches the crap out of Phoenix is an homage to Neon Genesis Evangelion, and Eikons can regrow entire limbs like in Attack on Titan. The development team took almost every opportunity afforded by the game’s central premise and used it to go berserk (speaking of which).
When the music hits
Final Fantasy XVI’s soundtrack was composed by Masayoshi Soken. It’s very subtle in parts compared to some earlier scores in the series, but goes very hard in others. Most satisfying of all is how elegantly it shifts mid-battle to take advantage of choreographed quick-time cinematic moments. “To Sail Forbidden Seas” is the name of the song that plays during all of the Eikon battles, and the mood ebbs and flows in perfect sync with the battle, as you go from hacking away at the stagger gauge to unleashing a flurry of cooldown abilities while the boss is vulnerable. The track builds, brings in the chorus, and then reaches another level when the cinematic clashes begin before settling back down again when it’s back to the main combat. Final Fantasy boss fights have always sought to be dynamic and exciting even when turn-based, but XVI takes it to a whole new level. Especially during the Titan fight.
Clive’s Wall of Memories
Screenshot: Square Enix / Kotaku
At a certain point in the game, you start amassing keepsakes from your adventures, little remembrances of people you’ve helped or things you’ve accomplished. I like this because you don’t get anything for them except the keepsakes themselves. They don’t provide you with any combat bonuses or stat boosts. They’re just keepsakes, a little reminder that what matters most of all in the world of Final Fantasy 16 isn’t your strength stat or how good your bracers are, but the connections Clive forms with others.—Carolyn Petit
The Torgal toss
Speaking of epic boss fight moments, holy hell Torgal is out of his mind. I pointed at the screen like Leonardo DiCaprio when he grabbed Benedikta in his jaws and swung her across the battle arena after she beat the crap out of Clive. We’ve moved so far beyond “Can you pet the dog?” If your game’s canine friend can’t go Super Saiyan on a demigod, then what’s even the point? Final Fantasy VIII’s Sant’ Angelo di Roma walked so Torgal could run.
The way the Mothercrystals disintegrate
Screenshot: Square Enix / Kotaku
A lot of massive crystals get destroyed in Final Fantasy XVI, and every time it’s as satisfying as watching an ice sculpture get sent through a wood chipper. Probably not great for Valesthea’s air quality, but beautifully effervescent nonetheless.
No clipping
Sometimes a game’s graphics are so good you don’t even notice all the ways in which they’re incredible. Final Fantasy XVI’s intricate costumes and long hairstyles are particularly notable for how rarely, if ever, they clip through one another, let alone the environments. Clive in particular has a long dark mane and a long dark cape, and they never get caught on one another or stray objects across all of the environments, even when the rebel sellsword is vaulting over fences or climbing up ledges.
How gracefully Clive gets out of people’s way
Screenshot: Square Enix / Kotaku
In keeping with Final Fantasy XVI’s theme of providing the occasional ridiculous level of attention to small details, I can’t get over the automatic animation Clive goes into every time you’re about to steer him into another NPC. Getting snagged on random characters in the world has been a staple in older games in the series, but here you’d have to go out of your way to steer into one. And even still, Square Enix’s developers decided to add a bespoke animation precisely for those rare occasions, just to keep things flowing naturally and avoid the the game-y-ness of the game coming through.
The sound of the XP screen
Whether it’s the rounding up of the numbers like a slot machine or the clink, clink, clink of new gil and items getting added to your inventory, there’s something magical about Final Fantasy XVI’s minimalistic battle results menu. At first I hardly noticed it, but with every battle the tiny dopamine hit of seeing and hearing Clive rack up points wrapped its tendrils around my lizard gamer brain.
The scenery
Final Fantasy games are known for being beautiful, but I can’t get over the muted extravagance of some of Final Fantasy XVI’s environments. The hyper-realistic style almost masks how much is actually going on, whether its giant kingdoms in the background or dense forests thick with different types of foliage. Except for the deserts, which look like how my brain remembers every other Final Fantasy desert.
Summons fighting
Screenshot: Square Enix / Kotaku
Shiva, Ifrit, Odin and Bahamut have been blowing up stuff since 1990’s Final Fantasy III, with summon animations that got more and more over-the-top in each new entry. Final Fantasy XVI is the first to render those scenes as if they were just part of the underlying fabric of the game rather than rewards doled out sparingly. My favorite is when, in one scene early on, Bahamut and Odin stare each other down from across a battlefield as their two kingdoms’ armies collide. It’s presented so nonchalantly that it’s easy to forget just how incredible it is to play a Final Fantasy that never flinches from showing you everything.
Uncle Byron
Clive is great and Cid is excellent. I love Gav too. There’s no shortage of great (mostly male) characters in Final Fantasy XVI, but let’s give it up for Uncle Byron, who thinks Clive is an imposter until they recite a scene from a play they used to perform together years ago at family parties. He’s a coward but throws his vast reserves of gil into the rebellion, wants to make amends for past failures, and never misses a chance to talk a big poetic game like he just sprang out of a Sir Walter Scott novel. The developers at Square even made sure to keep him animated behind the bar guzzling down beer at the inn during an early brawl in the Dhalmekian Republic.
This New Item Completely BREAKS The Game.. Tears of The Kingdom New Railing Build Guide & How to Get
Bugs in Tears of the Kingdom are being zapped faster by Nintendo than a Rentokil employee on his first day, so you might want to take advantage of this freshly discovered oddity before the next update. A collection of players (all credited in the video above) have worked together to discover a peculiar railing found in one section of the Depths, that has mysterious and unique properties. Properties that allow it to be one of the most useful items in building flying machines.
Extraordinarily, it’s gathered by visiting the Great Abandoned Central Mine in the Depths, and attaching stabilizers to the sides of those elevator platforms that are found in each corner. Doing this breaks off a section of the railing, that you can then fuse something to in order to add it to your Autobuild.
Once done, you can reproduce it anywhere, and for reasons unknown, it’s the only Autobuild item that isn’t destroyed by separation. It’s also got all the wrong physics properties applied, meaning it moves around on the gentlest of breezes, but has the robustness of a metal sheet. Which means: build flying stuff!
In the video above, Link&Zelda Talks shows how it can be used for improved hoverbikes, incredibly floaty biplanes, and even has its own glitches that allow you to fly very high in the air. People are going to do a ton with this, and hopefully it’s a peculiarity Nintendo will let slide.
The most recent The Legend of Zelda: Tears of the Kingdom patch seems to have done away with a few popular glitches, a Reddit post suggests. Nintendo issued update 1.2.0 on July 5 in order to “improve the gameplay experience,” it wrote in its patch notes, and to burn through your infinite money reserves, apparently.
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“The autobuild frozen meat glitch was patched,” a Reddit user said. “Good thing I turned off automatic updates on my Switch a few days ago.”
As Kotaku senior editor Luke Plunkett previously reported, the “frozen meat glitch” allowed you to “trick the game into giving you loads of valuable resources by turning big hunks of meat into a weapon, then taking that weapon with you to the snow.” That’s the short of it.
The elaborate process involved attaching meat onto sticks and using “autobuild to ctrl+c, ctrl+v until you’ve built 21 meat clubs (the most the game can remember and place at any one time) and fused them all together,” Plunkett writes. Then, once you’ve retreated to and rested in a snowy area with your meat, it would freeze. You’d wake up to a beautiful bundle of frozen meat, or a 39,960 rupee value.
Not anymore, though. Say goodbye to your grill plans.
A ToTK duplication glitch might be gone, too
Update 1.2.0 also seems to remove the Tobio’s Hollow glitch, which let players duplicate their items in the late-game area Tobio’s Hollow Chasm.
Officially, 1.2.0 makes one general update and a few bug clean-ups. According to Nintendo’s patch notes, players who downloaded the update can expect these changes:
“Starting the game from within certain articles released on a specific Switch News channel (accessed via the HOME Menu) [will give players] a number of in-game items.”
“Downloading the update will allow players [experiencing bugs] to proceed past […] points” in quests like “A Mystery in the Depths” and “Lurelin Village Restoration Project”
“Fixed an issue preventing fairies from appearing under certain conditions when they originally should have appeared.”
“Fixed an issue preventing the meals provided by Kiana of Lurelin Village from changing under certain conditions.”
The Switch News channel update seems intriguing, though it will unlikely be a true replacement for 21 pieces of free meat. But while Nintendo is aggressive in bandaging every possible glitch, bug, and exploit, glitch hunters are determined. And Zelda has more secrets to offer, I’m sure.
Rick the Door Technician might not be the most powerful or dangerous enemy in Respawn’s fantastic sequel,Star Wars Jedi: Survivor. But he is a fan favorite who, in a game filled with great boss fights, provided one of the game’s most memorable and shortest.
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Fairly late into Star Wars Jedi: Survivor’s main campaign, while exploring a large Imperial base, your protagonist, Jedi warrior Cal Kestis, runs into a single stormtrooper. Right before this, Kestis had to fight off a large garrison of Imperial baddies in one of the game’s biggest, toughest fights. After surviving all that, and likely injured with no checkpoint, you encounter a new boss: Rick the Door Technician. While another boss encounter seems like an unfair challenge after such a big fight, this lone trooper is really just a joke character who Kestis can defeat with one hit. So why is he here? Well, according to Respawn, he was created to make you laugh and feel better after a tough fight. Isn’t that nice of Rick?
In an interview with IGN, Jonathan Wright, the lead encounter designer at Respawn, explained the origin behind this odd “boss fight.” After that very large fight, players were stressed out, as Respawn purposely designed that section to be even tenser by not including a checkpoint. This makes players nervous about what’s coming next, as they desperately search for a checkpoint. While this all worked to create a tense moment, Repsawn wanted to eventually provide something that would “be a release of all that built-up tension.” Its solution: making players laugh.
Fuzzy Bearbarian / Respawn
“Players have just come from an extremely hard fight. Players are more than likely very low on health at this point, and are probably very stressed with finding the next meditation point so they can rest,” said Wright. “The moment with Rick allowed us to build up another moment of tension as players think they are in for another hard fight, but then release all that built-up stress when they fully realize the moment with Rick. It’s a good emotional reset to prepare players for what is to come.”
This is all part of Respawn’s effort to balance the mostly serious narrative and events in Star Wars Jedi: Survivor with moments of humor. According to Wright, this balance is what makes the jokes “land.”
“The seriousness of the rest of the game is what makes the more humorous moments land,” said Wright. “The contrast between funny and serious elevates both kinds of moments. We knew that the moment with Rick was important because of this.”
Respawn didn’t expect people to fall in love with Rick
However, nobody at Respawn could have predicted how fans would react to Rick, quickly embracing the character and creating fan art, mods, and other content based on the lonely stormtrooper who tried to stop Cal Kestis. The character has become one of the most talked about moments in the game, and has players asking for more of Rick the Door Technician. (It would probably have to be in a prequel, considering what happens to him…)
Wright told IGN that seeing all the fan love and community support for Rick has been “indescribable” and that he “never imagined [Rick] would explode in popularity to this extent.”
“To me, there is no greater achievement than something you had a hand in creating [then inspiring] other people to be creative,” said Wright. “All the comments on videos from people describing their experience with Rick’s heroic last stand, all the jokes and the memes, the videos and stories, it’s all a spark of creativity that started with Rick and I think that is amazing.”
As for if Rick will return, as so many Star Wars Jedi: Survivor fans have asked about, Wright told IGN that it isn’t his call, but he added that he doesn’t think more Rick content is “needed.”
“Rick’s story already has a valiant ending,” said Wright. “The explosion in popularity and fan creativity shows that we already did a good enough job with Rick. Let players have fun with it and let people be creative with Rick’s backstory in their own minds.”
So the first game where I explored the option of romancing the same sex was Fallout 2, you can get married and explore the wasteland with your beau. She’s not all that useful, to be honest, and has never been the companion I’ve picked on replays. Yet at the time, as an impressionable teenager, it was mind-blowing, right? To be honest, though, I didn’t make a ton of it at the time. It was more, oh, this seems like some good mischief, let’s see where it takes me, let’s see how long I can keep her alive, even. It wasn’t charged.
It wasn’t until Dragon Age, which I played as an adult, that the romance choices in games started signifying something different to me. Morrigan, the mysterious witch who joins your party early on, almost feels like a fake romance choice. She’s designed to grab your attention, there’s a recent (unfortunate) quote by one of the DA writers that really lays bare how much she’s meant to be the sex appeal option. There’s one in every game, really, Mass Effect had Miranda. But the way Morrigan is written, the coyness at her center, made me feel like I was getting away with something. Playing as a man probably contributed to that feeling, because IRL what I was doing was gay as hell but in the game, it was extremely straight. I’m sure it helped that the game forces you to choose between love interests, if you’re leading them both on, something that only enhances the drama.
Mostly I appreciated that Morrigan is written in a way that makes it obvious she knows you’re looking, as it turns out, by the end you find out she was making sure of it the entire time. When the betrayal comes, it was weirdly satisfying: yes, I didn’t get what I wanted, but Morrigan having it her way was true to her character. And what’s gayer than yearning and tragedy, really? — Patricia Hernandez, editor-in-chief
During Wednesday’s Nintendo Direct, Konami showed off a new trailer for Metal Gear Solid: Master Collection Vol.1. The upcoming collection of past Metal Gear games includes some of the earliest and biggest games from the popular stealth series. However,2008’s Metal Gear Solid 4: Guns of the Patriots isn’t included, and I’m worried Konami isn’t going to include it in a future, theoretical Vol. 2.
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Metal Gear Solid: Master Collection Vol. 1 was first announced in May. The collection contains the first seven games of the series and will be released on Xbox Series X/S, Xbox One, PlayStation 4 and 5, and (just announced earlier today) Nintendo Switch. These games aren’t being remastered and they aren’t remakes. Instead, this is a new collection of classic MGS games that will make it easier to play these older titles on newer platforms. The collection will also include screenplay books of each game and some other goodies, too.
However, not included in this collection is the PS3-exclusive Metal Gear Solid 4: Guns of the Patriots, which is a shame as the game is currently only playable via emulation or on original PS3 hardware. At one point, MGS4 was available to stream via PS Now, but that is no longer the case. While most other MGS games have been ported to multiple platforms, MGS4 remains locked to the PS3. Why? What is the reason for never porting MGS4 to any other platform?
Why is Metal Gear Solid 4 only on PS3?
If you ask the internet about this, and you’ll not doubt see some of this in the comments, a popular theory that is often spouted off as if it’s a fact is that MGS4 is incapable of running on anything but a PS3. But that’s not true. You can, right now, download an emulator and play MGS4 at 60fps without much trouble.
And assistant producer of the game Ryan Payton suggests in Steven L. Kent’s book The Ultimate History of Video Games, Volume 2 that, at one point, MGS4 was actually running on an Xbox 360 and looked and played fine. Reportedly, that version never happened due to Microsoft’s console using DVDs and not Blurays. Konami didn’t want to spend the extra money on shipping multiple discs for the Xbox 360 version. This is more than likely the main reason MGS4 remained a PS3 exclusive and was even alluded to by former PlayStation boss Jack Tretton in 2008. Konami also said this was the reason in 2014.
Now, in 2023, most consoles use Bluray discs and all of them support digital games—which can be as large or small as you want. So that problem is solved. Yet, I’m still not convinced Konami will actually bring MGS4 to modern machines or to PC. It’s certainly not easy to port a game to new hardware, especially one that exists natively on just one platform. Plus, this whole process wouldn’t be cheap, would involve a good deal of resources, and would likely require tweaks to how the game plays as it heavily relied on the Dualshock 3/Sixaxis controller.
Reports indicate MGS4 isn’t coming to more consoles
Sadly, it seems Konami isn’t going to do the necessary work to help preserve this entry in the Metal Gear franchise. A previous report from Windows Central, which correctly revealed information about the Metal Gear Solid Collection and the MGS3 remake before release also stated that a potential Vol. 2 would not include MGS4, but instead would feature Peace Walker, Portable Ops, Metal Gear Rising: Revegance, and a few other spin-offs.
Sadly, it seems Metal Gear Solid 4: Guns of the Patriots—with all its long cutscenes, weird live-action bits, creepy monkey, and cool stealth camo—will remain a PS3 exclusive. Likely due to technical issues, but also, maybe Konami just forgot about it. There are a lot of games in the series. It’s easy to forget one or two of them. I get it. I forget Metal Gear Acid exists.
Still, I hope that one day, someone over at Konami remembers this game exists and that it deserves a second life on new hardware.
The Legend Of Zelda: Tears Of The Kingdom is a big game set on a huge open world, and its codebase must be straining at all times to keep track of everything that’s going on. Which probably explains why it doesn’t matter how many times Nintendo patches the game to remove a resource glitch, people just keep on finding new ones.
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The latest—which has been confirmed to work on every existing version of the game, from those still clinging by their fingertips to 1.0 to those running the latest update—revolves around the idea that you can trick the game into giving you loads of valuable resources by turning big hunks of meat into a weapon, then taking that weapon with you to the snow.
That’s the concise version of what you need to do, of course. The full process is a bit more involved than that, as you can see in this nine-minute video by Austin John Plays below:
How to get reach real quick selling frozen meat
Or, for a much quicker version, here’s the text. Essentially, you need to make two meat weapons by attaching raw produce to sticks—ideally gourmet meat given its value—then glue two of those weapons together using ultrahand. Once you’ve done that, you can use autobuild to ctrl+c, ctrl+v until you’ve built 21 meat clubs (the most the game can remember and place at any one time) and fused them all together.
Once you’ve built that 21-meat salute, it’ll be stored in your autobuild. You then need to equip another meat club as your primary weapon, travel somewhere cold and wait/sleep at a fire until your weather forecast is all snow. Once it is, you need to watch your equipped meat club; if after walking away from the fire it freezes and drops off, then you’re good to go.
Simply start the process of rebuilding the meat slab from your autobuild, but don’t actually build it, just keep it hovering inside the purple circle; after a second or two all the meat will freeze and drop off onto the ground, and at 40 rupees a pop, the faster you can half-build-freeze-gather, the more money you’ll be able to collect. As Austin says, a full stack will sell for 39960 rupees in as quick as eight minutes, so if you’re short on cash it’s definitely worth your time.
In a recent interview with IGN, three Final Fantasy XVI directors revealed their top three Final Fantasy games of all time. Surprisingly, none of the directors’ picks included mainstream fan favorites titles like mega-popular Final Fantasy VII. Instead, the devs earmarked deep-cut Final Fantasy entries not often discussed online among fans as the best game in the long-running fantasy roleplaying game series.
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Final Fantasy XVI creative director Kazutoyo Maehiro’s favorite FF games are (in ascending order) Final Fantasy XII, Final Fantasy Tactics, and Final Fantasy V.
Maehiro recounted playing FFV as a student and being awestruck by its battle system and the “incredible expressiveness” Square Enix was able to pull off with the game’s pixel art back on the Super NES. But what forever sold him on FFV being his all-time favorite FF game was a scene toward the end of the game where he witnessed doves flying across the landscape when he first beat the game.
“You could even say I decided to make games because I saw that scene,” Maehiro told IGN. “It made a huge impression on me, along with the rest of the polished game. It’s a solid No. 1 for me.”
Square Enix / Stormspirit 86
Since FFV isn’t really a fave in the same way over here as it was in Japan, here’s a bit of a refresher on the game. FFV follows a vagabond named Bartz who, upon investigating the crash site of a fallen meteor, joins a party of heroes. The crew try to prevent the corruption of all-powerful elemental crystals from the game’s antagonist, Exdeath. FFV Pixel Remaster, which was released in 2021 on PC and in April on the Nintendo Switch, earned a Metacritic score of 82 and a user score of 7.7.
With this in mind, Ryota Suzuki, FFXVI combat director, said his favorite games are Final Fantasy V, Final Fantasy X, and Final Fantasy III. When Suzuki was in grade school, he said he couldn’t wait to get home from grade school each day just so he could play more Final Fantasy.
“[FFIII] was the first game I experienced in the final fantasy series. Playing [FFIII] made me understand the appeal of RPGs as a genre,” Suzuki said. “With aspects like the ability to change jobs, Final Fantasy III is synonymous with RPGs to me.”
When asked which Final Fantasy games were his favorite, FFXVI director Hiroshi Takai replied saying his top three favorites in ascending order are Final Fantasy X, Final Fantasy VI, and Final Fantasy V.
“No. 1 is Final Fantasy V,” Takai told IGN. “This is in part because it was the first Final Fantasy I was involved in as a developer. But I love the game for its battle system. It’s a solid No. 1 for me within the FF series.”
Takai said that he loves FFX, and FFVI for their respective high levels of polish and the heights Square Enix was able to take “the final pixel art Final Fantasy” on the Super NES, respectively.
“As far as how this might be reflected in XVI, I’ve played every FF game, so I’m sure there may be some influences in there,” Takai said. “I think that XVI shares something in common with V in the way players can freely assign abilities to create their own main character.”
Final Fantasy fans’ reactions to FFV’s high ranking
IGN’s YouTube video comment section is full of responses from fans big-upping the devs for including FFV as their top-ranked game in the series.
“The fact all three included FFV in their top 3 says a lot about it. Had the game released overseas back in ‘92, it would’ve probably been a fan favourite for many,” Mizu 64 commented.
“Glad to see all the love for V. People gotta stop sleeping on V, it’s one of the best RPGs ever made,” Anthony wrote.
“Love seeing FFV getting so much love, it is so underrated, but honestly is just as great as VI imo,” PK Starstorm replied.
Final Fantasy XVI officially releases on June 22 on PlayStation 5.
While rumors that Nintendo is close to closing a deal with animation studio Illumination for a Legend of Zelda film should come as no surprise in the wake of the record-breaking success of The Super Mario Bros. Movie, some fans have made it abundantly clear online that they aren’t all that jazzed about this potential pairing.
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In a recent episode of The Hot Mic podcast, reporter Jeff Sneider said he’d received a tip from “a great source” indicating that Universal Pictures, Illumination’s parent company, is close to penning a deal with Nintendo for a future Zelda film.
“Zelda…is looking like the next big Illumination Nintendo franchise, which again, I think we were all sort of expecting, but I’m told that that is happening and it’s costing Universal a pretty penny because of the success of Super Mario, like Nintendo kind of knows its worth at this point, but yeah, I’m told that that is now going to be a reality,” Sneider said.
Kotaku reached out to Nintendo for comment.
Fans think Nintendo should shop around elsewhere for a Zelda movie studio
Despite Illumination having great success with the Mario film, the Despicable Me studio isn’t looking like a first-choice draft pick to adapt the fantasy video-game franchise to some Zelda fans, who perhaps see the studio’s tendency toward glossy, upbeat films as a mismatch for a series whose tales are often poignant and shot through with magical mystery.
Specifically, some fans have expressed fear at the thought of a Legend of Zelda film from Illumination that comes packed with pop song needle drops, a tendency seen not just in the Mario Bros. movie but the studio’s other films as well. (Eminem, anyone?) Zelda fans are also dreading the idea of enduring rounds of glitzy casting announcements packed with Hollywood stars for a film based on the beloved series. Here’s some of what folks are saying about the Zelda movie deal rumor.
“I enjoyed the Mario movie but I can say with full confidence Illumination is NOT the right studio to handle a Zelda movie,” YouTuber Penny Parker wrote on Twitter. “Not saying ‘it will be bad’, but they couldn’t even show the restraint to not put 80 licensed songs in Mario, a franchise already revered for iconic music.”
“Illumination making the Mario movie filled me with so much glee but the thought of them making a Zelda movie stops me in my tracks LOL,” Twitter user velsmells said. “Also I know [animation studio] Fortiche is definitely busy with Arcane S2, but it’d be so cool to see an entire Zelda movie with their style,” they continued, including images from the hit League of Legends tie-in show to support their argument.
“I agree, I don’t think Illumination is the right fit at all for the Zelda IP. I am just saying if it HAS TO BE them, Toon Link is the most fitting route to go with,” Twitter user UltimaShadowX wrote in a separate thread, referencing Link’s cel-shaded look in The Wind Waker. “Imagining DreamWorks doing a Zelda movie with The Last Wish style would be insanely hype and preferable.”
While an animated adaptation of Zelda seemingly comes with challenges that the Mario Movie didn’t, it makes sense that Nintendo might want to throw its sword-wielding hero onto the big screen, considering the fact that the Mario Movie recently surpassed Disney’s Frozen as the second-biggest animated film of all time, according to Variety.
During a Mario movie press junket interview with Japanese news publication Nikkei (translated by Video Games Chronicle), Zelda and Mario creator Shigeru Miyamoto expressed interest in future movie projects so long as they’re centered around “characters that are suitable for film and characters that are well known.” When asked about the possibility of a Zelda movie in a recent interview with Polygon, Tears of the Kingdom producer Eiji Aonuma expressed his enthusiasm for the idea, saying “I am interested for sure. But it’s not just me being interested in something that makes things happen, unfortunately.”
I don’t think I’m alone in wanting a Mario Maker-like game focused on another Nintendo property, specifically The Legend of Zelda. Sadly, a theoretical “Zelda Maker” is probably never going to happen. But a newly announced game, Quest Master, seems to be the next best thing by letting you and your friends build the ultimate Zelda dungeon of your dreams.
Skyward Sword HD Revisits The Stumble That Led To Breath Of The Wild
I played a lot of Super Mario Maker 2 on the Switch and loved how it let anyone build and play their own Mario platforming levels. The mix of classic items, easy-to-use controls, and online level sharing made it (and the original Mario Maker) an amazing game that felt unlike anything Nintendo had released before. So it always seemed obvious to me and others that Nintendo should take this basic setup and spin it off into other franchises, like a “Metroid Maker” or “Zelda Maker.” That never happened, but don’t worry, Quest Master is coming to provide what seems to basically be that game, minus all the Zelda characters and monsters.
Announced on June 7 during the Guerrilla Collective showcase, Quest Master is an upcoming game that will let players plan, build, share, and play “retro top-down dungeons” on PC or Switch. Here’s the first trailer for the game:
Apogee / Gematsu
Publisher Apogee says players will be able to create their own pixel art dungeons using an “intuitive level creator” that will support both top-down dungeons and “overworld-connected quests.” Some of the biomes included with Quest Master will include “lava-filled caverns”, mountain-covered overworlds, grassy forests, and deserts. Players will also be able to include in-game instructions, quests, and even NPCs with their own dialogue.
Quest Master dungeons will support side quests, bosses, multiple biomes, complex puzzles, invisible chests, and loads of traps and enemies. Dungeons can also be shared online and you can play through user-created levels with up to three other players.
I’m already excited to pull out some paper and start designing my first horrible dungeons. And I won’t have to wait long, as Apogee announced that a demo for Quest Master is coming to Steam “soon.” Eventually, the game will release via early access in “Q3 2023” and then launch on Switch once the game hits version 1.0.
Cyan, the studio behind Myst and Riven, has for the last few years been funding its games via Kickstarter. That’s how 2016’s Obduction was made, and it’s also how 2023’s Firmament—with more than a little help from machines this time—was developed as well.
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For a studio with such an illustrious history, the decidedly mixed reviews for Firmament should be something of a surprise. Fans are down on some of the puzzle design, but they also repeatedly mention how flat the game’s world feels, how poor the narration is and the sparsity of Firmament’s in-game lore, which really stand out when compared to Cyan’s 90s blockbusters.
This walkthrough video highlight’s the game’s monotone narration
Turns out there’s a good reason for some of that. As Gregory Avery-Weir first pointed out after sitting through the game’s credits, the longer you sit through them the more you find that some jobs—like voice acting—don’t get a mention where you’d expect them, alongside composers and artists. Indeed by the time the credits are thanking external partners like Nvidia, you’d be forgiven for thinking they’d forgotten to acknowledge their voice actors entirely.
Until you get to this, literally the last credit flashed on the screen before they start thanking streams of Kickstarter backers:
I reached out to Cyan and asked them specifically about the level of human involvement in the game’s narration and lore texts (newspapers, letters, etc). Their response:
“AI Assisted Content” listed in the credits for Firmament is, well, exactly that. It is content of which its final state you see it as in the game as was assisted, not wholly created, by services built on what many refer to as “AI” that Cyan staff made use of.
For example, all voice acting content was performed by an actual human being 100% of the time (which may have been obvious already if you have listened to it, especially considering the performance cadence and content — we can’t imagine what it would be like if wholly machine generated, to your question) but the final performance timbre, pitch, and tone was modified with one of these services, with the performer’s consent. Hopefully that clarifies things more and provides a good example of what we mean by “AI Assisted Content”.
Note that doesn’t explain why those voice actors aren’t credited (when the AI is!), why they used AI (and not regular recording/mixing tools) to modify the “timbre, pitch, and tone” of a human’s voice, and doesn’t address the numerous other instances fans have complained about, like the poems and songs.
Fox Business, the subsidiary of Fox News Media, has discovered that some gamers are discovering their queerness thanks to Link, calling the Legend of Zelda hero a “nonbinary or trans icon.” Some, to the shock and horror of Fox, are even calling Link an “egg-cracker,” aka someone or something that helps a person realize they are trans. As you can imagine, the Fox journalist doesn’t seem happy about any of this.
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Tears of the Kingdom, the latest game in the iconic Legend of Zelda franchise, launched on May 12 to rave reviews from critics and players alike. Many are already calling it the best game in the series, and some are even suggesting it’s one of the best games ever made. In the weeks since release, players have mastered multiple duplication glitches, learned how to build incredible machines, and all sorts of other fun hijinx. All in all, Tears of the Kingdom has enjoyed a mostly positive reaction from the gaming community. Even so, Fox Business has now decided to step in to point out how bad it is that so many of the game’s trans and nonbinary players identify with and feel inspired by Link.
In an article posted by Fox Business on May 31, writer Jon Brown seems to have discovered that Link is seen by many—including his own creators—as a relatively gender-neutral hero who anyone can relate to. The article links to a few stories about this topic, including this excellent one from Gizmodo, and seems surprised that an article like this exists alongside the site’s other Zelda stories.
Breaking: Fox continues to be horrible
Then we, inevitably, get to the point where the Fox writer calls The Legend of Zelda: Tears of the Kingdom a “children’s game” and suggests that outlets like PBS are trying “to make a children’s video game about gender identity.” Which would be a very bad thing, apparently. Don’t you know, kids might accidentally read an article about the game and…turn gay? Trans? Whichever is the worst thing right now in the right-wing outrage machine.
The article then decides to include a tweet from the awful propagandist Libs of TikTok and yell about The Sims 4 including chest binders and top-surgery scars. Again, Fox Business seems to think that all video games are designed and sold exclusively for children. And kids can’t be exposed to real-world concepts like gender, sex, trans people, scars, or anything like that!
Fox Business’s article ends with an odd paragraph pointing out how much controversy surrounded the release of Hogwarts Legacy, but that it still sold great on… uh…Twitch? You mean the streaming website that briefly sold games but then stopped years ago? Hmmm, you folks over there at Fox might want to take another pass at this article. Or just delete it. I’d go with that option.
Rarely do I watch a trailer for a video game more than once. Yet with Bungie’s Marathon reboot/sequel/whatever, I’ve found myself looping its slick and stylish announcement trailer. It’s not just because the trailer slaps, but because Bungie is teasing looks to be one of the coolest shooters released in years.
On March 24, shortly before a Spider-Man 2 trailer would set off a whole new “puddlegate,” Bungie (Halo, Destiny) revealed its next big first-person shooter: Marathon. If that name sounds familiar, that’s because this is actually Bungie returning to one of its oldest franchises, the Mac-only shooter trilogy, Marathon. You can read more about those old games, their beloved lore, and how it connects to Halo and modern extraction shooters in this piece from our very own Claire Jackson.
However, I’m not here to talk about Marathon’s lore, history, fandom, or anything involving the Bungie mythos. No, instead, I want to just gush for a few paragraphs about how damn refreshing and awesome this game’s look and announcement trailer are compared to most other shooters and games out there today. And I don’t seem to be alone in loving this trailer as it has hit 18 million views on YouTube already.
PlayStation / Bungie
Marathon has one of the best game trailers of 2023
Anyway, the running character breaks out of the darker tunnels and enters an incredibly bright world where we see that they are also rocking vibrant colors, including a bright, neon-pink helmet. The music builds as the camera zooms in closer and closer to the runner. Things feel tense as the music builds into a digital mess and then BAM! That’s all she wrote for this runner as they are sniped from afar by a slick-looking and white-as-paper android. Our runner, now dead, is seen collapsing in slow motion into what appears to be a milk-like substance, their blue-inky blood mixing and swirling into the water around their corpse. As the robot sniper rips out something from the dead runner the music builds again, glitches out, and BAM! Bungie reveals that this vibrant trailer was for a new Marathon.
“Vibrant” is really the keyword here. Everything in this trailer pops in a way that I’ve not seen in most other shooters released in recent years. A lot of modern shooters seem focused on realism, which can look lovely, but also a bit drab. The popular color scheme we typically see on shooters also starts to make shooters like Call of Duty and Battlefield blend together. Or they all look a bit too much like Fortnite, which while colorful, isn’t visually distinct anymore. I enjoy a lot of these modern shooters regardless. But with Marathon, things are different.
Actually, it’s beyond colorful. It’s almost garish with all of its pinks, yellows, greens, and blues clashing in nearly every frame. Yet it’s all balanced by hyper-realistic lighting, materials, textures, and models. The color palettes are incredible to look at and a few of us at Kotaku couldn’t stop gawking at the trailer.
Marathon’s new art style is fresh and bold
Bungie calls Marathon’sart style “graphic realism,” as mentioned in a recent behind-the-scenes video about the rebooted shooter. Bungie dev Emily Katske further elaborates on the game’s art, saying it’s “bold, colorful [and] stylized.”
The game’s director, Christopher Barret, in the same video, also says that the team wanted the art to be “beautiful” and “vibrant”, “mysterious” and “familiar,” “but also, strange.”
Bungie
Normally, I’d roll my eyes a bit at this kind of talk, but after seeing the trailer and concept art of this new take on Marathon, yeah, I get it. Balance is key, though. Bungie has to carefully balance when and where to “dial [things] up to 11” and when to pull back a bit so folks don’t get overwhelmed while trying to play.
It’s a risky option, taking a beloved franchise and reworking it into something bold. It’s also quite a departure from the original Marathon games, which featured more subdued or grimy textures and Doom-like sprites. I’ve already spotted some longtime Marathon fans upset about this new, more colorful, and stylized direction. And until we actually play the final game, we won’t know if any of this will actually work out. Was this a big, expensive mistake? Or a huge gamble that lands perfectly? No idea!
But Marathon’s trailer, concept art, and overall style has me more excited than I expected to play this upcoming extraction shooter. I’m not even a fan of that genre of online FPS, but I want to see more of Marathon so badly that I’ll give it a shot. As long as I can waddle around Bungie’s new incredible-looking world for a few minutes before getting killed, I’ll be happy to play and explore Marathon whenever it comes out.
The official reveal of a Metal Gear Solid 3 remake was one of the headliners of Sony’s recent PlayStation 5 showcase, but it likely won’t be finished for some time. Fortunately, a collection of Metal Gear classics is coming to modern platforms this fall and it will actually include more games than originally expected.
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Announced alongside Metal Gear Solid 3 Delta, Konami’s Metal Gear Solid: Master Collection Vol. 1 will come to PS5, Xbox Series X/S, and PC by way of Steam in just a few months, and the PlayStation store page (via Eurogamer) now shows that the original Metal Gear 1 and 2 will also be a part of the package, both of which laid the groundwork for a sprawling framework of political intrigue, Cold War paranoia, and a super complex family tree of guys named Snake.
That means the entire thing will house the first give games in the espionage stealth series:
Metal Gear
Metal Gear 2: Solid Snake
Metal Gear Solid (Including VR Missions/Special Missions)
Metal Gear Solid 2: Sons of Liberty (HD Collection version)
Metal Gear Solid 3: Snake Eater (HD Collection version)
The first two games were on the MSX2, Solid was on PS1, and Sons of Liberty and Snake Eater were on PS2. This is essentially the 2012 Metal Gear Solid HD Collection which brought these same games (minus Peace Walker on the PSP) to PS3 and Xbox 360, but which isn’t currently accessible on modern platforms. The only game not included from Metal Gear’s initial 20 year run is Snake’s Revenge, the first follow-up to the original game that wasn’t actually directed by writer and creator Hideo Kojima.
All of these games were previously delisted from older storefronts in 2021 over issues around “licenses for select historical archive footage used in-game.” Konami says the new collection will contain the original versions of the games with “minimal edits to copyrighted contents.”
In either case, it’s a lot of Metal Gear, and if it’s on par with Konami’s other classic collections, will hopefully be a decent tribute to and preservation of the franchise. We don’t have an exact price or a specific release date yet, but it should keep fans occupied until the Snake Eater remake, for better or worse, finally arrives.
Correction 5/26/2023 6:03 p.m. ET: Fixed the original platform for the first and second Metal Gear.
As reported at the time, the commercial’s creators were inspired by, of all things, an Amazon review left under the game’s predecessor, Breath of the Wild. Written by a Japanese user, it told the tale of a “working adult” who spends his days “plainly wondering why I’m still alive”.
Rediscover your sense of adventure with The Legend of Zelda: Tears of the Kingdom
I am a working adult, so-called businessmen.I’m jostled by the commuter rush, bowing down to customers and bosses, being forced to train junior staff and doing many things, and I end up working overtime every day.Even the mountain I see on my way to work, which I don’t even know the name of, irritates me.When I get back home I’m dizzy and have no energy to eat food, so I just drink alcohol and sleep.If I have time to play games I should be going to seminars or looking for a marriage partner, which makes me more impatient than I should be.I spend my days plainly wondering why I’m still alive.
I went to buy alcohol because I ran out and saw the Switch on sale in the shops. Then I remembered the day.When I was a child and really into Mario 64, my friend said, “lame to play Mario nowadays! Now it’s the era of PlayStation!” and I felt embarrassed.At the time, I didn’t want my friend to dislike me, so I also remember that I replied, “Yeah, you’re right. Mario is already old-fashioned!”
The beauty of FF7 at that time and the shock of being able to listen to the CD on TV… the recent kids may not understand these feelings.That’s how attractive and innovative it was for kids back then.
I’m still not sure why I picked up the Switch at the time.I just held a beer in one hand and bought the console and Zelda, thinking I could sell it if it was boring.
Yesterday, my work day, I looked out of the train window at a mountain I didn’t even know the name of and thought, “Looks like I can climb that.” At that moment, I burst into tears and couldn’t stop.The businessmen of the same age who were beside me must have thought, “What the hell is this guy.”
I would recommend it to all my fellow businessmen who are pressed for time and scrambling day after day to maintain the status quo, even if everyone hates you.Don’t say it’s just a game. We were born during the golden age of video games.Have you ever seen your family move their entire body when Mario jumps?Do you remember playing Mario Kart or Smash Bros with your friends bringing their own controllers?Have you ever discussed Chrono Trigger or FF7 strategies with your friends?Now I know. When I was a brat, my parents bought me expensive consoles and software for my birthday, Christmas and something.My parents, who were always nagging me, managed to raise money from their living budget to buy expensive games for me.
I’m touched to belatedly realise many things that I didn’t realise due to the busyness of living my own life.I should have been more filial.
The 5-stars reviews are all good ones, so there’s nothing for me to talk about now.This Zelda gives me the “challenge and reward” I forgot about.I can freely explore the world without maps, it’s an exciting adventure experience.People my age are sick every day to overcome tomorrow. But don’t despair of your life.The adventure I wanted was in such a place.
P. S.I feel like thanking this Zelda and I would like to apologise to the Mario 64 development team and Nintendo.I’d like to apologise for the lies I told that day, saying that Mario 64 was old-fashioned, even though I loved it.I am sincerely looking forward to Mario Odyssey being released this winter.
Postscript, 7 May: after 180 hours of play, I got all “recovered memory” and saw the ending.More than anything, I’d like to thank all the people who read my awful, long, cluttered and embarrassing review written emotionally. I’d also like to thank all the people who gave it a “helpful” rating, not only for reading it. I’ve never been appreciated by so many people even in my job.I really enjoyed my 180 hours spent running around Hyrule. I’d like to thank not only Nintendo but also all the Zelda fans who have continued to support Zelda. Thank you for a great adventure.
For all the similarities between this man’s tale and the commercial, the part where he apologises for abandoning Mario in the face of a PlayStation advertising campaign—I did something similar with Sonic 3 when my friends were playing WipeOut—hit hard.
The Chicago Comic & Entertainment Expo, better known as C2E2, was held a few weeks back and brought in nearly 100,000 attendees over its three days.
There were some cosplayers among them, of course, some excellent cosplayers, and as usual all photos and video here are provided by Mineralblu (you can check our way more of his stuff at his Facebook page). Also as usual, every photo has a watermark on it detailing the cosplayer’s social media information and the character they’re cosplaying as.
While Breath of the Wild and Tears of the Kingdom are widely beloved, there are some Legend of Zelda fans who miss the more streamlined, non-open-world approach of games like Ocarina of Time. To those of you who fall into that category, I’m sorry to tell you it doesn’t sound like the series is returning to its roots anytime soon.
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In an interview with Game Informer, director Eiji Aonuma admits Ocarina of Time was foundational when it launched on the Nintendo 64, but Nintendo found its closed format “restricting” from a design standpoint. While there were some open areas like Hyrule Field, much of the game was spent in carefully crafted temples that had specific puzzle solutions. Breath of the Wild didn’t have temples, though there were temple-like structures in the Divine Beasts, and the lack of this series staple was, and remains controversial years later. Despite the pushback from some long-time fans,it sounds like Breath of the Wild’s open-world structure and experimental game designis the blueprint moving forward.
“With Ocarina of Time, I think it’s correct to say that it did kind of create a format for a number of titles in the franchise that came after it,” Aonuma tells Game Informer. “But in some ways, that was a little bit restricting for us. While we always aim to give the player freedoms of certain kinds, there were certain things that format didn’t really afford in giving people freedom. Of course, the series continued to evolve after Ocarina of Time, but I think it’s also fair to say now that we’ve arrived at Breath of the Wild and the new type of more open play and freedom that it affords. Yeah, I think it’s correct to say that it has created a new kind of format for the series to proceed from.”
So there you have it, folks. If you were hoping for a Zelda of a smaller scale, it doesn’t sound like that’s in the works. Not to sound too doom and gloom (heh) about it. In all honesty, I’ve actually enjoyed Tears of the Kingdom a lot more than Breath of the Wild. So I’m a bit warmer on the format these days, and if you’ve loved both of these games, then it sounds like you’ve got more to look forward to in the future.