Link has been able to in­crease his health, stamina and/or magic gauges through­out the se­ries, but Sky­ward-Sword in­tro­duced a se­ries first: up­grade­able gear. Craft­ing has been sig­nif­i­cantly ex­panded in Breath Of The Wild, en­com­pass­ing a Mon­ster Hunter

like cook­ing sys­tem that lets you com­bine in­gre­di­ents – from food to plants to mon­ster parts – and there are var­i­ous items of cloth­ing, such as a quilted shirt that pro­tects Link against the cold. Like the open world, these fea­tures are de­signed to give the player a greater feel­ing of free­dom, Fu­jibayashi ex­plains. “It’s up to you how you want to play

Breath Of The Wild. These sys­tems, such as abil­ity boost­ing, items and equip­ment, are there for that pur­pose. This qual­ity also means that dif­fer­ent peo­ple might ex­pe­ri­ence the game very dif­fer­ently. There will be play­ers who might gather lots of food and po­tions to re­cover hearts and stamina, so they can re­cover from any mis­take. Other play­ers might try to over­come dif­fi­culty by im­prov­ing and strength­en­ing their cloth­ing and equip­ment.” In other words, play­ers can ex­ert a de­gree of con­trol over the chal­lenges they face in ac­cor­dance with their in­di­vid­ual play styles – and Fu­jibayashi is well aware that will in­clude an au­di­ence that would rather raise the dif­fi­culty than lower it. “Some may rely on their bow-and-ar­row tech­nique and com­plete the game wear­ing just un­der­wear!” he says. “Breath

Of The Wild’s sys­tems make all of these ap­proaches pos­si­ble.”

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