 Before I get into this video I want to remind you we're giving away A Tears of the Kingdom Nintendo Switch OLED Edition, we're also giving away A Tears of the Kingdom Collector's Edition and A Tears of the Kingdom pin from PAX East to enter. Head down to the pinned comment or the link in the description and I wish all of you guys luck. We draw the winner this Friday, May 12th winners. There's actually three of them. Oh and by the way we're on a road to 133,000 subscribers so I would appreciate if you go ahead and hit that like button, subscribe to the channel and let's try to match 133 years of Nintendo. Alright guys, this is big, this is huge, a new developer interview has dropped so without further ado let's just get right into it. This has to do with Tears of the Kingdom, it says ask the developer of volume 9, the legend is able to Tears of the Kingdom part 1. This is only part 1 of the interview, we assume they'll drop a part every single night. Let's go through it. As you can see they are interviewing senior officer entertainment planning and development division, A.G. Aonuma, entertainment planning and development department production group number 3, Hitamaru Fubayashi, etc, etc, etc. This is the director of the game, this is the producer of the game, this is the entertainment planning and development department, I'm not sure what his role is in the game yet some of these guys are obviously musical roles as well. Alright let's get into what it says. In this 9th volume of the Ask Developer, an interview series in which Nintendo developers convey in their own words Nintendo's thoughts about creating products and the specific points there are particular about, we're talking to developers behind the Legend of Zelda Tears of the Kingdom game for the Nintendo Switch system, launchers May 12, this article has been translated from the original Japanese and the images shown in this interview were created during development. So part 1, what to change and what to keep. First I could ask you to briefly introduce yourself, so A.G. Aonuma referred to as Aonuma from this point on, hello I'm A.G. Aonuma, the producer of the Legend of Zelda series, my first role in the series was designing dungeons for Ocarina of Time, I served as the director and producer of Twilight Princess and I've been the series producer ever since. Alright moving on, Hidamaru Fubiashi referred to as Fubiashi from this point on, hello I'm Hidamaru Fubiashi, the Legend of Zelda Tears of the Kingdom director, continuing from the Legend of Zelda Skyward Sword and the previous game Breath of the Wild, I proposed the fundamental idea of the game and directed the entire production team. And then Tuka Hero Dota, said referred to as Dota from this point forward, hi I'm Tuka Hero Dota, the technical director for this game, I've been involved in the Legend of Zelda series in various different roles, but Breath of the Wild was the first time I worked on a Legend of Zelda game from the very start. In this title too, I was responsible for the game's overall technical direction. And then Satura Takazawa, hi I'm Satura Takazawa, the art director for this game, I first joined the series with Ocarina of Time and since then I've been handling artwork and design for titles such as Wind Waker, Twilight Princess and Coordinated Visuals since Breath of the Wild, alright moving on down we have Hajim Wukei and I'm probably butchering these names by the way, I haven't seen some of these names or pronounce them ever, hello I'm Hajim Wukei, the sound director, my first involvement in the series was when I composed music for the Wind Waker, I've been involved in the sound director for the series since Skyward Sword, thank you very much, many may already be familiar with but Aonuma-san, could you give us a brief introduction to the Zelda series? He says of course the Legend of Zelda series is set in the kingdom of Hyrule where the sacred power of goddesses resides, it is a series featuring both action and puzzle solving in which the protagonist Link the player's avatar battles against Ganondorf and others who are scheming to obtain the power, in many games Link must also help Princess Zelda who is destined to be endowed with the sacred power of the goddesses, this title the Legend of Zelda Tears of the Kingdom is a direct sequel to Breath of the Wild which released in 2017, once again it takes place in the vast land of Hyrule after the conclusion of the previous game, so this title picks up after the events of Breath of the Wild, Aonuma says yes, this title is set in Hyrule shortly after the ending of the previous game, there are many reasons why we chose this setting after finishing development on the previous title, we wondered if we could make it possible for players to continue exploring the world after they reach the game's ending, a Legend of Zelda series seems to be one of those franchises where the visual style and game mechanics often change drastically for each entry, was there ever a discussion about creating a new game with a completely new world rather than a sequel, Aonuma said no, not really, although the previous title Breath of the Wild has its own conclusion, we started coming up with new ideas that we wanted to bring to life in this already realized version of Hyrule, so our direction in making a sequel did not change, for the Yashi response, just like somewhere you know inside and out we understand where everything is in Hyrule from Breath of the Wild and because of that we believed it was possible to create new gameplay, for this reason in the initial proposal we clearly stated the setting will not change as an important concept, even when I shared this with the team members here there was no objections and we were all aligned on that idea from that point forward, Dota says when I was working on the programming for Woohoo Island in Wii Sports Resort Development I remember Miyamoto-san saying that he wanted to turn the actual stages of games into characters, what he meant by that was to create one island and use that as a base to add various kinds of gameplay in different games, the idea of having new discoveries in the same setting was striking to me and I've been wanting to try this approach with other titles and I suppose this game would leverage that kind of approach, I see, so the decision to create a sequel in the same setting was deliberate, Dota says in contrast we made some fairly big changes to the gameplay and the legend is all the Skyward Sword if players wanted to travel from the sky to the ground the hat is selected from the map but in this game you can just dive from the sky directly to the ground without any interruption, on top of that players can also ride on flying vehicles and so on offering even more freedom within the same setting as the previous game, if a location were completely unfamiliar to you you'd probably be hesitant to dive down from the sky, but because it's a world that you've already explored in the previous game these transportation methods make sense, being able to dive from the sky to the surface and into a pond seamlessly in this title sure does feel exhilarating, it truly feels like an open air game this time around, Dota says adding the ability to dive from the sky was also partly due to Onuma-san and Fubi-yoshi-san's persistence right, they laugh, Fubi-yoshi Yeah I've wanted to make this happen since Skyward Sword, thinking of satisfying to be to dive from the sky and jump directly into the water, in this title diving is not just about enjoying an exhilarating seamless means of travel but it also brings more value as a tool for gathering information about the surface by surveying from above, that's true it's not just a satisfying way to travel, laughs, so you're saying that being able to look over Hyrule from above and descend from the sky further expands the scope of the gameplay Onuma responds that's right, but when we talk about these things many may think well you can't enjoy this game unless you've already played the previous game and are familiar with the setting, but the new gameplay ideas we packed into this title are all things that can be solved intuitively, so I think first timers can rest assured that this game is easy to get into, Fubi-yoshi responds the same goes for the story too, we put in some effort to make sure that it feels comfortable for both first time players and those with experience of the previous game, for example we prepared a character profile feature that players can see any time during their adventure so it's easy to understand the relationship between characters even without knowledge from the previous title, on the other hand those who have played the previous game may enjoy reading those profiles because some of the content will make you grin and think right I remember that, since this is a sequel, Legend of Zelda Breath of the Wild is the foundation but I see there are also various considerations for new players as well by the way if you're using the same world don't you need to put effort into creating differences in the graphics and sound? Takizawa responds I keenly felt that implementing something new into the game world was actually harder than creating something from scratch although it is the same world we want to make sure players experience it with a new sense of wonder so to achieve that we had to take a world originally made up of things we designed to fit it perfectly and then bolt a new layer of surprises on top designed from a different perspective we had to do so without erasing the familiar world even though we racked our brains last time to put it all together laughs of course from the development staff's point of view it's definitely more fun to come up with ideas for creating new surprises but it sure was a challenging process Wokey responds for the game's music we broke the conventions of the series in the previous game and mainly used piano tones while this title follows the same musical direction we grapple with how to create a sense of freshness as a sequel the sound effects are generated by a completely new system that's different from the previous game so even if the same sound is used it sounds a lot more realistic in this game for example in Breath of the Wild we tried to make nearby environmental sounds such as bird calls sound realistic however with this title the expressiveness of this sound has improved to the point where players hear a bird call from afar and sense the distance more realistically so with each element you are responsible for you took on new challenges while working with the previous title as a framework for we ask you to respond what to change and what to keep we spent a lot of energy thinking about this and then you can see part two is coming called linking hands guys this is an absolutely incredible start to what's going to be an amazing interview a nice call back to the old awada ass days and I am super stoked for this you guys are epic and awesome let me know you think about this interview so far down in the comments below the most interesting part and I will catch you guys in the next video