The Legend of Zelda: Breath of the Wild

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Nintendo Treehouse: Live at E3 (8 часов)

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Кратенько по Зельде:
World
•Open world, go where you want from the start. Obviously some places you wont be able to reach until you get an item.
•Link can jump, climb on anything, swim, run, all governed by a stamina meter.
•Dynamic weather effects the game, if there is wind you can use it to spread fire. If there is a thunderstorm metal can be struck by lightning. Rain will put out fires.
•Temperature plays a role, link cant go into an area too hot or too cold or he takes damage. Need to get better clothes. Or build a fire to stay warm, or use a torch. Or cook various objects and make a potion that gives certain resistances.
•There are shrines scattered around the world, over 100, each have trails of puzzles or combat. Treasures and sometimes new skills are found within. These are not the full dungeons you will also find.
•There are enemy base camps, some have a treasure chest that only opens when you clear the camp.
•You mark the world map. Its not filled with a ton of stupid markers. If you see something you cant reach yet, leave a treasure marker, or an enemy marker for a tough enemy.
•The E3 demo is only the plateau, a small elevated chunk of land where you can spend hours and hours exploring and its like 2% of the full game.
•There will be towns and NPCs but most have been removed for the demo.
•There are hidden Kuroks all over the place, this is from WW so this is tied to that timeline.

Actions
•Giant physics based playground, everything is governed by physics. See a boulder, roll it down a hill, it may crush enemies. Can cross a chasm but see large trees, chop it down to create a bridge.
•Fire reacts like fire. If you have a wood club put it in fire and now you have a fire club to light up enemies. Need to make a fire, cut trees to gather wood, find flint, put the two on the floor, use a metal object to strike the flint it mixes with the wood now you have a camp fire to cook. See withered grass, set it on fire and let the wind spread the fire.
•You can obtain a hand glider to fly around the massive world. You can use hot air from a fire to make the glider rise.
•One item is the magnet, it allows you to manipulate any metal object in the world. See a metal box, cant break it with normal items, pick it up with the magnet and crush it against something. You can located hidden chests under water and make it rise. You can pick up metal platforms and use it to crush enemies. You can throw your sword on the ground, use the magnet to pick it up and then swing it around using your magnet power.
•One item is called stasis it freezes an object in time. See gears moving some platforms or a bridge, freeze it. See giant metal spikes rolling around, freeze it. See a seesaw bridge that doesn't let you cross when too much weight is put on one side, freeze it.
•Stasis can be used to freeze any static object then you can hit the object with your sword or another object which transfers kinetic energy to the frozen object so when the stasis wears off that object will explode in the direction you were hitting it. This can be used to launch boulders into the air like a cannon at enemies.
•You get two kinds of bombs, one is round so it can be rolled and one is square so it can stay in one place. You have unlimted bombs, they are on a timer. All bombs are remotely detonated. You can place a bomb, lure an enemy to it and boom. See an enemy hut with explosive barrels, roll a bomb into it and watch it explode to oblivion. you can use bombs to launch objects the same way you do with stasis.
•There is the water ice maker thing. This lets you turn any body of water into a column of ice. See a gate with a puddle of water under it, raise the water up to raise the gate. An enemy is firing lasers at you while you are in water, create cover by making columns of ice. See a freezing body of water that link will die if he goes in, create the ice pillars so he can jump across.

Combat
•Mostly its like WW/TP but with new options. If you dodge at the right time you can do a fury strike which slows things down and allows for a super combo of attacks.
•You can pick up any weapon and use it, they degrade fast so you need to stock up on them. All of it governed by a stats system. Enemies drop weapons too, which you can pick up. Different classes of weapons fight differently like a spear is fast and used for thrust attacks. An axe is slow but powerful. Clubs are big and slow and can be put on fire.
•If you fight a skeleton you can shoot its head off and the body will search for the head, if you destroy one head and anothers body, the one without the body will pick up the head from the other guy and reform. You can also rip off an arm and use the arm as a sword, a sword that is constantly wiggling its hands to reach its body.
•Need to find a shield, killing enemies is best way to find them. Or sneak into their camp as they sleep and steal one.
•You can hop on the shield and use it to sled down mountains.
•Enemies can be scouted with the scope which reveals their health bar, most grunts are easy but the demo had plenty of super hard enemies that link was not ready for.
•Enemies have alert states that are shown with classic MGS ? ! icons. They will investigate sound, which you can keep track of with the sound meter. You can sneak up on enemies and do a stealth kill.
•With the arrow you can do some jump slow motion attack that freezes you in the air to aim and shoot.
•Horse back combat is back and its like TP, you can do combos like jump off horse enter glider then do slow motion arrow attack.
•Need arrows, why not taunt enemies to have them fire arrows at you while you dodge them then pick up those arrows to use against them.
•There was a giant rock monster that did insane damage where link had to climb it to reach its weak point.
•Guardians are all around, not sure what activates them but when they come alive watch out, their laser takes like 8 hearts.
•Red and blue enemies are back just like in Zelda 1. Blue enemies are far harder.

Gathering and cooking
•Tons of stuff to gather around the world. Most of it is food, apples, meat, mushrooms, fish. Use those for health. You will not find hearts around the world.
•If you don't cook stuff you get a small heart increase. Cook meat and it will heal better. If you cook at a campfire its not a big increase, cook at a cooking pot and you get a big boost.
•At a cooking pot you can mix all kinds of ingredients, throw in plants that give better stamina with some apples and other foods and you may make an elixir that gives you more speed for a certain amount of time.
•All experimental, try countless combinations to get different potions and food items that will aid you.
•One mix gives you 4 extra hearts on top of your 3 that stay with you until you get damaged. Great for fighting tough enemies.
•Lots of ore and other resources that seem to be used to craft but that wasn't shown. Lots of stuff says it can be traded in for rupees which like hearts do NOT appear in the world.
•You can cut down grass to look for insects. Hunt boar for meat. Different times of days will bring out different animals.

OMG I cant believe that just happened
•Use the wolf amiibo from TP and wolf link appears in your game and is your companion until it dies. It will hunt for you, attack enemies, and so on.
•The scale of the world is insane, they would use the scope to see a tower far in the distance and then open the map to show where it is, its crazy how vast the world is.
•These shrines have great puzzles, one is a gigantic spinning gear with spikes, you need to freeze the gears in time to jump around. Another had a series of rooms with giant boulders which needed to be pushed. At one point you take control of a giant hammer to smack the boulder. You can use all your skills to solve these, no set solution, multiple ways to solve all puzzles.

Впечатления об игре от "свидетелей":
This represents everything video games could be to me. Yeah that game was 8-bit sprites but this is what I saw. This promise that one day we can play through a world like that. Aunoma specifically made the start of this game after that image. You go to the edge of a cliff that looks just like that and they added the twin peak mountains in the distance. They made that image a dream come true.

Why are the things I posted so special, because the way Zelda handles things compared to other games, it is exactly what I want from games. Giant open worlds have been done before, we play them all the time. Games with physics and emergent gameplay are all over, none of this is new. There are game worlds far more detailed than the empty plains of this game. Games with better combat. But no game does it all, no game puts all those elements together. No game focuses on the puzzles, the level design, the moment to moment gameplay where its number one concern is WHAT IS THE PLAYER DOING.

Playing Witcher 3 you are going to get a grand story, maybe that is what you want. You open your map and see hundreds of icons, things to do. It tells you exactly where it is. You stroll along fighting random grunts the same way over and over. Reach the point where you see your goal, if you don't you will hit a button and a giant glowing line will hand hold you to the spot and you just grab what you want. You go into a random cave and its just that a random cave, there wont be anything special, there will be a monster and a treasure that's it. It will be a series of random hall ways and paths with no real design to it. The player is being pushed and guided every step of the way, no real freedom, no real care as to what the player is doing, its purpose is to get you from one story point to another.

Zelda is mostly the opposite of that. No markers at all in the world, you see something you figure out how to reach it. Sometimes you have to solve a series of puzzles to get it, Sometimes you wont even have the item needed to reach it so you mark it and save it for later. YOU do this., you are the one actively searching, not some glowing line, not a stupid marker, YOU. See a shrine, the equivalent of a cave in most open world games of this kind, well here they give you brand new world altering abilities. The ability to manipulate time, water, metal. These shrines are built with specific puzzles to solve, to use your skills in various ways to get the prize. Each one different from the last each hand crafted for a unique gameplay experience. The world is filled with emergent gameplay possibilities, with all kinds of enemies and different ways to combat them. It isn't a rigid set of melee attacks and spells, you can roll a boulder from above, set traps with bombs and fire, you can use items in various ways like using water to create pillars of protection or maybe raise you up into the air so you can come down with a sword strike. This is player freedom, the freedom to make the gameplay your story.

Yeah sure it wont have a big story, who cares, I want to have interesting gameplay, that is why I play. I know Zelda is going to have loads of great mini games, it will have all kinds of varied gameplay moments, it will have massive elaborate dungeons, huge epic boss battles, incredible puzzles. It will have all the elements I want in a game mixed in the exact way I want it mixed. This looks like my dream game.

A few things do worry me, the emptiness of parts of the world. It maybe just for e3 but where are all the NPCs that have small quests, the majoras mask like influence you have on the world. Where are all the fun things you can easily find to do in every corner of the old worlds. Where are the heart pieces? Will the difficulty continue to be a huge problem? Will there be enough major dungeons? Will it be paced well? We shall see but in Nintendo I trust. For now this is easily my most anticipated game.
 
Амибы
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В игру можно и не "играть", а идти с самого начала к "последнему боссу" или что-там будет. Игра не будет ограничивать вас в этом:

Eiji Aonuma:
"Users may not actually get the full story depending on how they play this game and how they strategize and solve puzzles. Users are able to go to the very end goal without revealing why Link woke up the way he did and where he did. Whether you want to reveal the storyline and find out why Link woke up, or you want to just go straight to the goal, that's an option totally up to the user.

Anybody who can go straight to the goal without doing anything else — there's two possibilities. Either they're a really good gamer, or they could be somebody that's a little bit crazy. But it's not impossible. I created the game like that. Maybe it might be fun for fans to compete in a challenge for who can clear it first."
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7 минут ночного геймплея:

40 минут директ-фида:

Rewind Theater:

Превью от GamesRadar:

И еще 2 видюшки от IGN:

Три от Gamespot-а:

Реакция на игру:
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Теперь о размерах игры:
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Карта игры чуть меньше XCX!
These are rough calculations and not official numbers from Nintendo. Don't take this as anything confirmed just yet. This is an estimation based on the news/content we saw today.
- each square on the map translates to roughly 1 square kilometer (0.4 square miles)
- the E3 demo is in a section that appears to be about 2 km by roughly 1.5 km
- entire map appears to be roughly 360 square kilometers, or roughly 140 square miles
- this makes the map just slightly smaller than that of Xenoblade Chronicles X

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И общая текстовка от самой N:
REDMOND, Wash.--(BUSINESS WIRE)-- Nintendo kicked off its presence at the E3 video game trade show in Los Angeles this morning with the first in-depth look at gameplay from The Legend of Zelda: Breath of the Wild, and the Pokémon Sun and Pokémon Moon games. Nintendo Treehouse: Live dedicated the rest of its schedule for the day to showcasing more content from The Legend of Zelda: Breath of the Wild. The massive demo for E3 represents just a fraction of the total game, but beyond the physical size of the demo is the depth of the experiences offered, which go well beyond the expanse of the map. Even with a full day of demos, Nintendo only began to scratch the surface of this stunning open-air adventure.

Here’s a quick recap of just a few of today’s highlights. For even more details about The Legend of Zelda: Breath of the Wild, visit http://e3.nintendo.com/videos to watch individual Nintendo Treehouse: Live segments and more.

Shrines of Trials: More than 100 of these locations are scattered around the world for players to find, and in some cases finding the Shrines can be a puzzle in itself. As a result, Shrines offer more compact challenges that can be solved in a variety of ways. In order to earn a Spirit Orb from the monks who designed these challenges, players must overcome challenges or solve puzzles.

Runes: While exploring Shrines, players can earn Runes. For instance, the Magnesis Rune can help Link lift and toss metal objects. The Remote Bomb has two different types of bombs: rolling spherical ones and cubical ones that stay in place. The Stasis Rune briefly stops moving objects, while the Cryonis Rune freezes water and causes an ice pillar to appear.

Weapons and Combat: The game contains a wide variety of weapons, many new to the series. Players must find weapons or take them from enemies, but weapons wear out as you use them. Players can also time offensive and defensive maneuvers to temporarily slow time and connect with a flurry of strikes against their opponent.

Food: In another break with conventional gameplay for the series, players hoping to replenish their hearts or score some easy rupees will come up empty when they cut grass. Link can forage for a variety of foods in his environment, including apples and mushrooms. He can also hunt for food. Consuming uncooked foods gives him a modest health increase, but cooking different kinds of ingredients together will result in dishes with different effects, such as cold or heat resistance, for a limited amount of time.

Climate: From snowy areas to desert heat, Link must dress appropriately for the weather. If he needs to stay warm, he can don appropriate clothing, warm himself with a fiery torch or even eat food to maintain his body temperature and his health. Link also needs to be careful during lightning storms – if he is equipped with metal equipment during a downpour, he can find himself attracting deadly lightning bolts.

amiibo Compatibility: A new series of detailed amiibo figures specific to the game were announced this morning, and Treehouse staff finally revealed how the Wolf Link amiibo from The Legend of Zelda: Twilight Princess HD will connect to the game. When players tap a Wolf Link amiibo to the Wii U GamePad controller, Wolf Link will join Link to attack enemies on his own. He initially has three hearts, but players can raise his heart count by completing the Cave of Shadows and carrying over the save data from The Legend of Zelda: Twilight Princess HD. Wolf Link can be summoned once a day, and disappears when his hearts run out. However, you can use Wolf Link again the next day.

Nintendo NY: Hundreds of fans visited the Nintendo NY store in New York today to get their first look at The Legend of Zelda: Breath of the Wild in person. Through June 19, 500 lucky fans will get the chance to play the game, and game experts from Nintendo will conduct guided demos for others to watch, bringing the Nintendo experience at E3 to the East Coast.

The Legend of Zelda: Breath of the Wild is scheduled to launch simultaneously for both Wii U and Nintendo’s next system, code-named NX, in 2017.

Nintendo Treehouse: Live begins at 10 a.m. PT on Wednesday, June 15 with a special Pokémon GO developer Q&A, and concludes its programming at E3 with a showcase of previously announced Wii U and Nintendo 3DS games, including Paper Mario: Color Splash, YO-KAI WATCH 2: Bony Spirits and YO-KAI WATCH 2: Fleshy Souls, Rhythm Heaven Megamix, Tokyo Mirage Sessions #FE, Monster Hunter Generations and Dragon Quest VII: Fragments of the Forgotten Past. The broadcast will also include the introduction of a new role-playing IP for Nintendo 3DS. Nintendo Treehouse: Live can be viewed at http://e3.nintendo.com.
For more information about Nintendo’s activities at E3, visit http://e3.nintendo.com.
 
Кстати да, меня тоже неприятно удивила одна зелёная текстура вместо густой травы. Прям как в новом недо-гран туризмо.
 
Вы бы хоть директ-фидов дождались, что-ли. Ну хватит уже постановочные сцены с ютьюб роликами сравнивать.
 
Вы бы хоть директ-фидов дождались, что-ли. Ну хватит уже постановочные сцены с ютьюб роликами сравнивать.
Директфид ты выше выкладывал, такой графики там не было :) Ждём для NXа.
 
Как там они шоу-рум обставили аутентично =)
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Мир игры в 12 раз больше LoZ TP:
Early on in Zelda: Breath of the Wild, you are treated to a sweeping overview of your surroundings. It is a visually stunning moment unlike anything else in the series: a bold statement of intent and an open invitation to explore the vista before you. Fields and forests stretch outwards to the horizon, gently blurring into a painterly haze. Beyond these lie the far-off silhouettes of landmarks such as Hyrule Castle and Death Mountain. See all this space? This is all yours to explore. And beyond that? There's even more.

Breath of the Wild's overworld is twelve times the size of Twilight Princess, series director Eiji Aonuma told a small crowd of press and Nintendo execs on the eve of E3, when Eurogamer went hands-on with the game. Thankfully, unlike Twilight Princess' vast but empty Hyrule Field, each area within this Zelda's map is teeming with treasure to find, quests to complete, and mini-dungeon shrines to tackle. There are more than 100 shrines dotted across the game's giant map, each housing a set of rooms to puzzle through for a prize - a new heart container, perhaps, or a new upgrade, plus the usual dungeon-sized shrines too. There are also countless environmental puzzles to tackle above ground, many of which require Link to manoeuvre himself around with the new jump button (yes, really), paraglider and stamina gauge, the latter of which comes into play when swimming or climbing. Link can now scramble up any surface from trees to sheer stone cliffs, to the bodies of larger enemies. See that giant, ruined cathedral? You can scale that too.

I was never far from a treasure chest or sparkling resource item to tempt me off the beaten track. Not that there is a beaten track. Link's early adventures are laid out in the form of mission quests, accepted from a mysterious old man who appears to help you on your way. But how you complete each quest, and where else you wander to on the way, remains open-ended. You might stumble across a bokoblin encampment, one of the various fortified areas to infiltrate where groups of enemies are based. Each of these outposts is a puzzle in itself. You can charge in and alert all the enemies to your presence, or you can crouch (there's a button for that too) and sneak up on targets.

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Countless small details catch the eye. Kick chests without boots on and you'll take damage.

An even larger change sees multiple items and abilities tied to a new iPad-like gadget, the Sheikah Slate, which lets you scroll through and activate a diverse range of uses. Gone is the need for a telescope, replaced by the Slate's scope tool which lets you tag and mark multiple items of interest. Gone too is the need for a bomb bag, as the Slate can call up several types of explosives (rolling and static) generated via Sheikah magic. A magnetic function allows you to pick up or manipulate metallic objects from doors to giant slabs, letting you manipulate the environment around you. And then there's the Amiibo option - but more on that later.

Zelda games are traditionally named after a starring character or central object, but for Breath of the Wild, Aonuma and his team deliberately titled the game to describe its true star. Not only does its world offer far more than any other Zelda, Breath of the Wild's loot and resource system offer far more depth to Link. There's no more slicing grass to gather hearts or rupees. Fruit must be gathered from the boughs of trees, while passing herds of deer or boar handily turn straight into steaks when slain. Other enemies leave behind alternative consumables. Link can cook and combine these resources into hardier meals, potions and elixirs. On top of health regeneration, these can boost Link's attributes to make him speedier or quieter, bestow a temporary boost of health or protect him from the elements. Noise and temperature both factor into how Link reacts to his surroundings, and each has an on-screen gauge. Creep silently enough and you can completely avoid combat, for example - a scenario even more useful at night, when many enemies sleep. Move time forward at a campfire or wait through the day-night cycle (24 minutes equals 24 hours) and you can exploit enemies who act differently at different times.

Venture into the world's snowy mountain region - located right on the edge of the E3 demo area - and you'll quickly succumb to the elements without warmer clothing. Link can now be dressed in a wardrobe of items, each of which brings its own advantages. Wear your thermal attire and you'll be fine - or you can bring along a torch to provide warmth. Weapons are similarly interchangeable, and can be switched between at the flick of the D-pad. There are countless weapons in the game, from rudimentary wooden branches to hefty woodsman's axes, all of which wear out after extended use. But new swords and shields are easy to find - you can nab them off defeated enemies. All of which begs the question of what will happen when you inevitably pick up the Master Sword, or if there is legendary endgame equipment. But, like many aspects of the game, Nintendo is still keeping schtum.

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Link is now officially right-handed this time, as it makes more sense with the new controls, Aonuma revealed.

Breath of the Wild begins with a female voice commanding Link to wake from his slumber - a sleep he has remained in for 100 years. The voice appears to originate from within Hyrule Castle, which has fallen under the thrall of Ganondorf once again, although the darkness appears to be contained there. There's nothing to suggest the voice belongs to anyone other than Zelda (despite those rumours of a female Link), but the demo goes no further in providing any context. For reference, no other character in the demo speaks out loud (Link, once again, remains silent) but Nintendo hinted this balance of voiced major characters and text-based dialogue for more minor NPCs would continue throughout the game.

Exactly where this entry fits into the wider Zelda timeline (because, obviously this matters) is also unclear, although Aonuma hinted there were clues in the state of the particular version of Hyrule shown. Once a beautiful kingdom, it has now fallen into ruin. There's a melancholic edge here, born out through the game's moody piano score, even despite its outwardly bright colour palette. Even the Master Sword is rusted with age and nicked with damage. But amongst all the changes, there are clues that this is still a Hyrule which players have already visited. Ancient technology of the type seen in Skyward Sword covers the land, half buried by the ages, and there are references to the Goddess Hylia. From Ocarina of Time and other games, The Temple of Time once again makes an appearance, while the Sheikah appear to be a key part of the game's history. Wind Waker's Korok race is back. And then from Twilight Princess, the Bridge of Eldin, an iconic location also recreated in the Smash Bros. series, still stands - just about.

There's a far larger nod to Twilight Princess via Breath of the Wild's Amiibo system, which sees Twilight Princess HD's Wolf Link figurine conjure up the four-legged Link as a support character. Unlike other games, Link does not have a full-time companion during this adventure, so the ability to bring in support is a major asset. Wolf Link will attack nearby enemies and hunt any local wildlife, and appear with as many hearts as you managed to finish with in Twilight Princess' Cave of Shadows mini-dungeon (or three as standard if you didn't finish it yet). There are other Amiibo, too: Archer Link, the horse-backed Rider Link, and the spider-like Guardian tentacle mech, larger than normal Amiibo and the first with posable arms. I asked Aonuma what these three might unlock. He smiled. "Please look forward to seeing what they do."

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Shrines host creepy mummified rulers sworn to the goddess Hylia.

The biggest unknown - and the elephant in the room for Nintendo this year - is the existence of a souped-up Zelda: Breath of the Wild for its next console, NX. But Aonuma did at least suggest that, content-wise, both versions would remain the same. There's even room for standard controls, as the Wii U version supports Pro Controller play.

Much of what I played was mechanically very new for a Zelda game, even if some of the concepts are now common in other RPGs. But the way the game ties so many ideas together in its exploration, in its world design and its various systems - and the way the whole thing looks in action - remains pure Nintendo. Breath of the Wild is the huge Zelda many have wanted since before Twilight Princess, but with a focus on a truly vibrant overworld not seen in that or any Zelda since. The decision to focus on this might have come after feedback on Skyward Sword - a Zelda game whose overworld was largely erased - but the original inspiration for Breath of the Wild harks back far further. As Nintendo Treehouse's Bill Trinen concluded, it's about "going in any direction, entering any dungeon in any order, going into areas I'm not supposed to be in, even if I'm going to get my butt kicked." It comes from the original Zelda on the NES, he said.

It's hard to think of many entries since which have refreshed the series so completely, and with so much style.
 
Красотища какая, тоже в 2017. Вот это годик будет.

 
В 12 раз больше это хорошо, лишь бы не просто трава :) Полная свобода это хорошо, но хочется и закрытых территорий, так будет интереснее.
 
В 12 раз больше это хорошо, лишь бы не просто трава :) Полная свобода это хорошо, но хочется и закрытых территорий, так будет интереснее.

Будет как и в tp, открытый мир с кучей отдельных уровней. Какая зельде без подземелий.
 
The Legend of Zelda: Breath of the Wild - amiibo Gameplay:
 
в правом нижнем углу датчик шума, который издает Линк?
 
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