Zelda director talks Switch hardware

The Nintendo Switch is starting to show its age now and a successor is widely expected to be announced next year. The Legend of Zelda: Tears of the Kingdom director, Hidemaro Fujibayashi, has chatted to IGN about a range of topics and one of them is about the hardware. While Mr. Fujibayashi wouldn’t talk the system down, he did talk about what they have been able to accomplish with the system. He explained that they are doubtful that they would have been able to have the game’s three different layers (the sky, the land and the depths) work so seamlessly together with minimal loading on their earlier systems. He concluded by saying that they had some special people working on that aspect of the game.

At what points did you feel like you ran up against the Switch’s technical limitations, and how did you overcome them to create this, frankly, astonishing technical achievement on the Nintendo Switch?

Fujibayashi: Well, as you’re aware, one of the key features to this game is the ability to travel seamlessly from between the different layers of the world that we’ve made. So from traveling all the way from the sky down to the surface, and then beyond that into the depths below. And this was something that, I think, that type of thing, that type of movement, was something I had previously envisioned or thought it would be very great to achieve, but knew that this was something on previous hardware that was likely impossible. But when I knew we were going to take that on as a challenge, I thought, we’d really be able to do this without loading. I mean, there is some loading that occurs as you’re doing it, but it’s hidden in the background. And when I saw we were able to really pull off that seamless travel between the layers of the world, I thought, wow, the team we have working on this are really, really something special. We’ve got some special people working on this.

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