The chal­lenge of telling a com­pelling story within an open-world frame­work is not nec­es­sar­ily a new one, but it is new to Zelda. How did Fu­jibayashi and his team han­dle that? “This is some­thing I did a lot of work on with the de­vel­op­ment staff, but I can’t say too much be­cause I don’t want to spoil any­thing,” he says. “With re­gards to the ac­tual story, what I can say is that the game starts with Link wak­ing up in a cave with am­ne­sia, not know­ing why he’s do­ing any­thing. Like­wise, the player doesn’t know why Link is there ei­ther. Link and the player have ex­actly the same level of knowl­edge. What would you do if it were you in that sit­u­a­tion? How would you go about find­ing out who you are and about the world? Your an­swer to that ques­tion might be the so­lu­tion to the sys­tem that lets you ex­pe­ri­ence a rich story in an ‘open-air’ game like this.”


01 Each Divine Beast holds the spirit of a cham­pion that fell to Ganon 100 years ago, such as this Goron chap. 02 There’s not much cloth­ing in the game, but you can change its colour. 03 These swords may look great, but don’t get too at­tached – they’ll all break



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