Zelda: Tears of the Kingdom's Depths didn't take long to create, but seamless loading was a struggle
Nintendo's crowning achievement
Prior to launching, Nintendo put a heavy emphasis on the sky aspect of The Legend of Zelda: Tears of the Kingdom. It wasn’t until the game actually launched that fans found out about the Depths, and just how massive they were. Surprisingly, even though the Depths are humungous, the dev team managed to piece them together in short fashion.
Famitsu magazine spoke to Nintendo’s Hidemaro Fujibayashi and Eiji Aonuma about the development of Tears of the Kingdom, and in particular they touched on the Depths. According to Fujibayashi, the team only needed a short amount of time to put together a prototype for the Depths, and things quickly progressed after that. Of course, there was still a large amount of fine-tuning and tweaks that needed to happen, but the general idea came together easily.
One area where the team struggled a bit was with the idea of jumping from the Sky and traveling all the way to the bottom of the Depths. Early on in development, the dev team made it possible to jump the skies to below ground, but there were issues with loading along with Link freezing in mid-air. The team said they could fix things up, yet it took to the very end of the game’s development to do away with the issues, resulting in a seamless drop.