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Zelda: Tears of the Kingdom devs explain why it was a much bigger overhaul than you'd think


Nintendo developers explain how The Legend of Zelda: Tears of the Kingdom's complex physics-based world led to "chaos",…

The goal, they said, was to take the two central ideas of Breath of the Wild - the notion of a "vast and seamless Hyrule" as one; the other its "multiplicative gameplay", where physics and chemistry combine to give you new solutions in-game - and expand on them. The opposite, a non-physics driven object, is referred to as a "kinematic rigid body" which in comparison is easier to implement but still visually easy to understand - something the team used quite heavily in the early stages of Tears of the Kingdom's development. Just the same as with the game's physics, automatic calculations for volume had to be done away with, for a version that factored in the path and direction of the sound itself, with Junya Osada showing the hidden layers of voxels that made up Tears of the Kingdom's world, and where exactly a specific noise might travel across them.

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