![]() Tears of the Kingdom asks that you approach its puzzles and environments even more creatively, smooshing together self-made weapons and contraptions from parts left lying around. The ultimate aim, as it always has been, is to track down Princess Zelda and save the realm from an encroaching evil, but how you get there is up to you. Set in the same world as Breath, it expands the game upwards to gorgeous sky islands, and downwards through gaping chasms to Hyrule’s dark and dangerous underworld, letting players move freely between them. The sequel, Tears of the Kingdom, was released on Friday and had critics (including me) displaying an unbecoming lack of restraint. ![]() Remarkably, they now appear to have managed it. ![]() So what do you do after you’ve just released one of the best video games ever? For director Hidemaro Fujibayashi and the rest of Breath’s team, the answer was simple: try to make something even better. Gaaahh, how do I do this? What? I can’t – oh wait, I did it! ![]()
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