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This morning, Nintendo released a three-part, behind-the-scenes video series discussing the development of The Legend of Zelda: Breath of the Wild. Many of the details of the documentary were covered during Nintendo's GDC panel, like early ideas revolving around aliens, but there are a number of new details, as well as better looks at the game's early concept art.

The videos feature interviews with director Hidemaro Fujibayashi, technical director Takuhiro Dohta, art director Satoru Takizawa, sound director Hajime Wakai, and Zelda series producer Eiju Aonuma.

Development for the game truly began in the beginning of 2013 and the goal from the beginning was to break the conventions of the Zelda series. It was the team's motto. This is where the early ideas of alien invasion started, as well as the gif seen at the bottom of this page featuring Link outrunning explosions across a war-torn battlefield. Later in development, the team would take off a full week at a time to playtest the game. It's an atypical practice to devote so much time to playtesting, and it was one of many factors that contributed to the game's delays.

The video also offers a better look at Nintendo's internal 2D Zelda engine the team used to conceptualize concepts.

The game's art director also revealed that the general art design of the assorted Shiekah technology was inspired by the Jōmon period of Japanese history, which Takizawa says is an era few are familiar with.

Link and Ganon's designs were pretty straightforward, though some early concept ideas for Link show an older soldier missing an arm who can apparently change his arm to different weapons, like a cannon for shooting bombs.

Fujibayashi says Zelda was particularly difficult for the team to design and they were making changes up to the last second. They really wanted her to have a range of emotions. As an aside, Fujibayashi mentioned that in Skyward Sword, Link and Zelda could be seen as lovers, but here their relationship is more ambiguous.

Another last-second change is related to the game's boss character, the Hinox. You can actually see it is colored differently in some of the game's final trailers than it is in the final game.

The Guardians, Breath of the Wild's iconic and powerful octopus-like robots, have surprising beginnings. The team recalled playing the original Zelda and how large and imposing they felt, and they wanted to bring that type of enemy back for the new Zelda. Aonuma admitted, however, that he did not expect them to shoot lasers.

In terms of the enemies, Wakai also mentioned struggling with what sort of horn the bokoblins should use, saying that early on they experimented with them blowing a french horn to alert their peers, but someone on staff brought in a horn-shaped horn and its sound is the one that actually ended up in the game.

An abandoned concept for the game included small villages with Minish-like people. Fujibayashi expressed regret at not being able to include the concept in the final game.

According to Fujibayash, the game's size (which is 12 times the size of Twilight Princess' Hyrule) was based heavily on Nintendo's home city, Kyoto.

The sound design of the game focused more on the ambient noises of the world, with the music being more subtle and piano-focused. Wakai was nervous about making the score so piano-heavy, as Zelda orchestration has never relied on piano in the past.

For more on The Legend of Zelda: Breath of the Wild, you can find our review here. You can also click the banner below to access our month of bonus coverage from our cover story.

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Sours: https://www.gameinformer.com/b/features/archive/2017/03/14/early-zelda-breath-of-the-wild-concepts-show-link-without-an-arm-the-presence-of-minish-and-more.aspx

A Japan-exclusive Breath of the Wild book has revealed some stunning concept art created during Breath of the Wild‘s development. Some of the beautiful images from The Legend of Zelda: Breath of the Wild, which was released late last year, have started to make their way online through My Nintendo News and other sites across the web. These images depict early designs for Divine Beasts, in-game characters, and so much more.

Because Nintendo is usually quite secretive and guarded about the development of The Legend of Zelda games, it is fascinating to see some of the intriguing early designs and different ideas that ultimately didn’t make it into the final game. Interestingly enough, some of the designs shown, including sketches of Rito Village, appear very similar in the final game, yet other sketches show things that are completely different from the finished product.

Some of the highlights from the concept art include prototype and early models for Divine Beasts. Some of these designs would feel right at home in classic science fiction stories, including a design that looks like a flying saucer with thin tentacles/legs (complete with Link and Epona in the background). Other designs  for early Divine Beasts include a crab, along with a manta ray that is reminiscent of the Gyorg Pair from The Minish Cap.

In addition to the alternate Divine Beast designs, there are are some beautiful pieces depicting early designs for NPCs and enemies. A variety of different characters are depicted including the Sheikah tribe, Wizzrobes, and the Great Fairies. For my money, the most interesting character sketches are alternate designs for Zelda, many of which look vastly different from her final look. Other designs include what might be prototype guardians, which have similarities to the Phantoms from Phantom Hourglass and Spirit Tracks.

My favorite piece of concept art is an expansive shot of Hyrule Castle Town Square before its destruction. The colorful design, along with the bustling NPCs pictured, make me want to see this design brought to life in a future game. One of the things I thought was missing in Breath of the Wild was a large central town, and it would be amazing to see a fully developed Hyrule Castle Town in a future game. It would be interesting to know if the concept art was used only for reference or if Hyrule Castle Town was originally planned to be playable in a pre-Calamity Ganon time period.

Please check out all the stunning concept art in the gallery below. The Legend of Zelda: Breath of the Wild Master Works is currently a Japan exclusive, but it is available for import from Play Asia right here.

What do you think of the concept art released? Are there any pieces that you find significant, exciting or interesting?

Source: The Legend of Zelda: Breath of the Wild Master Works (via My Nintendo News)

[easy_image_gallery gallery=”464″]

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Sours: https://www.zeldadungeon.net/check-out-this-incredible-breath-of-the-wild-concept-art-from-the-master-works-book/
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Have you ever wondered what Link from The Legend of Zelda would look like if he shopped at Hot Topic and played guitar in a crappy metal band? Well, so did Nintendo’s Satoru Takizawa, who oversaw art direction for the latest entry in the series, The Breath of the Wild. Speaking at the Game Developers Conference in San Francisco, Takizawa revealed some early concept art for Link that showed a more... modern look, shall we say. He also showed some bizarre early versions of BoTW that indicate it could have been about an alien invasion or a full-scale war.

But in this alternative universe known as “tracksuit Link,” our hero is an angsty teenager who wears jeans, a Hyrulian track jacket, and thumb-less leather gloves. He also rides a motorcycle and plays an impractical and showy Flying V guitar. From the looks of it, he probably gets up to no good and has a blatant disregard for authority. The way he tells it, though, you’re just out of touch and too old to ever understand what he’s going through, which involves battling an ancient manifestation of pure evil to prevent the world from falling into endless chaos (coincidentally also the name of Link’s first album).

Sours: https://www.theverge.com/2017/3/1/14782512/the-legend-of-zelda-breath-of-the-wild-concept-art-emo-link

This story is part of a group of stories called E3

E3 2021 takes place June 12-15 as a re-imagined, all-virtual online event. Nintendo, Xbox, Bethesda, Square Enix, Sega, Bandai Namco, Ubisoft, Capcom, and others will deliver new video game announcements, trailers, release dates, and more.

It’s easy to miss, but there’s a split second in the teaser trailer for Breath of the Wild’s sequel where Link’s hand starts glowing blue, seemingly overtaken by a mysterious force that has been keeping a great evil at bay. This small moment might have big implications for what’s going to happen in the overall game.

Two years ago, Nintendo held a GDC panel where Breath of the Wild developers discussed how they created the game. They showed early prototype iterations and concept art that didn’t make it into the actual game. At least, not initially. One seemingly outlandish idea, for example, was Link riding a motorcycle. Months later, Breath of the Wild DLC put that mechanic into the actual game — so we know that the development team is open to using existing ideas from the concept art.

You might find it interesting to know, then, that two ideas presented during the GDC talk had to do with Link’s arm.

Nintendo

It’s an armless link, who apparently has the capability to use that appendage as a tool. We see his arm become a hammer, a bow, a lasso, and a bomb dispenser, among other things. While this never made it into the first game, it seems reasonable to assume that Link’s glowing arm in the sequel teaser has meaning, and that it signals a change in what Link is capable of doing. Whether or not the force overtaking Link’s arm is a good one is a subject of debate among fans, though the whole glowing red light thing in the concept art does give it a menacing air.

Another interesting thing about the early concept art is that one specific piece also seems to coincide with a different moment shown during the teaser trailer. At the end of the announcement, we see Hyrule castle start to lift itself from the ground:

Nintendo

Wouldn’t you know it, Nintendo showed us something like this two years ago:

Nintendo

Granted, it’s not a castle, but still. What’s curious about this slide is that it shows Ganondorf, who never actually appears in Breath of the Wild. There’s a mummified figure in the teaser, however, that sure looks like a red-haired Gerudo with a jewel on his forehead. Probably Ganondorf. And we know that Calamity Ganon, who is in the game, was originally a Gerudo, (again probably Ganondorf). Between that existing lore and concept art pointing at Ganondorf in a floating piece of land, it seems pretty likely that we’re going to see this old foe once again in the Breath of the Wild sequel.

Nintendo

One of the most popular theories floating around right now is that Breath of the Wild’s sequel may challenge what we think we know about the evil mastermind. If we look back on the myth presented at the start of Breath of the Wild, you might remember it shows a hero of time that looks nothing like Link. It, like the mummy in the teaser, has flowing red hair, and a pig-like head.

The Demon King Ganondorf

This has got some people speculating that perhaps Ganondorf was the original hero of legend in this world, which sure would be a twist. I’m not sure I buy it, though. There’s pretty strong evidence that the evil-looking mummy is Ganondorf, but when we know that this villain can take on many forms, including projections, who can really say yet? But until Nintendo tells us more, the Zelda fandom will likely work itself into a frenzy trying to decipher the teaser trailer. I am totally here for it.

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View all 204 stories Sours: https://www.polygon.com/e3/2019/6/12/18662299/zelda-breath-of-the-wild-sequel-theories-ganondorf-link-powers-switch-nintendo-direct-e3-2019

Art botw concept

Finally prevailed over my other nature. I didn't even direct him with my hand, he somehow instantly found a path into my sister's pussy: Oh, and then I fried. Vaska Probably, neither before, nor after, not a single woman I had this. Was Basiliska, of course, still a girl, but then, honestly, I had no time for that. I was so impatient that I was a couple of I did not more than three minutes, hurriedly, like a horse, and then.

Breath of the Wild 2 with Cut Content? Ft Zeltik

Of my pants, the girls were immediately afraid and ran away. Moreover, both young classmates and older ladies. You can't, they say, poke such a shaft into a living person. Naturally, I relieved the tension with my hand, but I could not stick a dick into a living and pulsating female.

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She first kissed the head, then wrapped her lips around it, making several sucking movements, she completely swallowed my penis. She sucked awkwardly (ha, after all, for the first time), but damn nice. When I felt the approach of orgasm, I looked inquiringly at Zhenya. our eyes met, I realized that she felt it too, but contrary to my expectations, she did not recoil (as many girls did), but.



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