Switch eShop glitch prices Zelda: Breath of the Wild at $240

The Legend of Zelda: Breath of the Wild is a fantastic game, but is it worth $240? According to a glitch on the Peruvian Switch eShop, it indeed is! Something has gone a bit wonky on the service, and anyone trying to download the title is being told it costs $240. I know it's a huge game, but it doesn't need an equally huge price!

Localized version of Legend Of Zelda: Breath Of The Wild - Creating a Champion book removes pics of Link's family

Here's something that's a bit puzzling. The localization for The Legend Of Zelda: Breath Of The Wild - Creating a Champion doesn't include the imagery above. The images come from the last two pages in the Japanese book, and they showcase Link's family. The characters depicted appear to be Link's father and little sister.

We have no idea why the pages aren't include in the localized version of the book. Perhaps Dark Horse can shed some light on this decision.

Zelda: Breath of the Wild sound designer on finding the right music for the game, and lack of overworld music

The Legend of Zelda: Breath of the Wild was a huge departure for the franchise in multiple ways, music included. The entire approach to sound this time around was completely different. In an interview tucked inside the Legend of Zelda: Breath of hte Wild official soundtrack, we get to hear from sound designer Hajime Wakai on some of his struggles. Check out a few excerpts below (translation courtesy of NintendoEverything).

On finding the right type of music

For a year I tried different types of music to go along with the battles and tried to include ways for the sound to interact with the gameplay itself. As an example let’s take the main piano theme. In the other Zelda games there have been other instruments, such as harps and ocarinas becoming key items during the game, so the main instruments I initially thought of were portable. It might be a little crazy but I also thought of a Dulcimer… (Laughs). But the idea with changing the usual Zelda score was to express this feeling of a large, open-world. So, I thought: isn’t it OK to use a large instrument that isn’t necessarily portable? In the end I decided on a piano, which hasn’t been used much in the series to date. But even though I thought there were lots of things about the piano that made it ideal, I was still anxious over some points, and I remember composing while worrying whether or not it would work at all.

On the lack of music in the open world

There was a logic behind having no music in the open world. In the trial and error process I even tried having the music from Twilight Princess playing in the world. But because this game is open on a much grander scale than previous games, I thought that even if we had a piece of music in there, it wouldn’t be able to match that sense of inspiration the player already finds in that world. When a composer makes a piece of music he has a plan and idea of how he wants to player to feel, but if this insistence is too strong it can have an effect on the actual game. We would end up forcing a feeling of intensity onto players. The music would be all stirring and dramatic, but then the player would think: ‘hold on a minute, all I did was throw away a mushroom…’

Do you know about the Zelda: Breath of the Wild 'bookcase challenge'?

The Legend of Zelda: Breath of the Wild is coming up on its two-year anniversary. By this point, fans have picked through every nook and cranny the game has to offer. Every battle has been waged and every sidequest fulfilled. What's a fan to do when Hyrule is completely and thoroughly saved? Lug around a bookcase, of course!

Breath of the Wild fans have come up with a new way to have fun, and it's called the 'bookcase challenge.' It all started when one fan decided to grab a bookcase from Hyrule Castle and lug it with him to his house in Hateno Village. That inspired countless other players to collect the same bookcase and take it on adventures. The bookcases in Hyrule Castle have now traveled all throughout Hyrule, and have been tucked away in personal homes, taken to the highest heights, and dangled off precarious ledges.

It's obvious Zelda fans are hungry for any tidbit of info on the next game in the series. Until that news comes along, it looks like the 'bookcase challenge' will have to keep people busy!

Nintendo reveals details on the creation of Guardians for The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild – Creating a Champion book is filled with all sorts of interesting details on the creation of the game. One section focuses on the creation of the Guardians. Nintendo artist Takafumi Kiuchi shared some insight into the development of the enemy, which you can find below.

- Guardians should have many legs so they can work smoothly
- Guardians should have a design based on ancient culture
- Nintendo didn’t know whether Guardians should be made into allies or enemies at first
- the team had to draw something neutral so their artwork could be used in any way they like
- the Guardian’s legs were designed in a way for it to “bend freely like an accordion” and move over uneven terrain
- the flame-shaped pottery from the Jōmon Period was used as inspiration for the Guardian’s body
- the team created a Guardian fortress with many lasers, but the idea was never used in the final game

Zelda: Breath of the Wild dev discusses how Gorons almost looked very different in the final game

According to Legend of Zelda: Breath of the Wild Lead NPC artist Hirohito Shinoda, the Gorons almost had a very different look than how they appear in the final game.

“At the beginning of development, we tried to drastically change the Gorons’ appearance compared to past titles. I made their heads bigger, made them more human-like, and explored a lot of different ideas, but none of them really fit. So I returned to their roots and decided to lean into their original design from Ocarina of Time. In recent titles the Gorons have had tattoos, but I thought that due to the anime-likes styling of this title, we should aim to make use of empty space rather than trying to fill it, so I went with a very clean design. Rather than just making them round, I paid close attention to the 3D model to ensure they felt like a sumo wrestler, someone with body fat and muscles, and that they looked powerful.”

Out of all the Gorons that appear, it seems that Yunobo was going to be the most different. Shinoda went into detail about the changes.

“At first, to make Yunobo look related to his grandfather Daruk, I made Yunobo very familiar – from his hairstyle to his muscles. A lot of people said that it made him look like an old man, so I made some major changes to his design to make him feel younger and sweeter. The character was spwaned from the idea of a character who is cowardly but paradoxically physically powerful. The gap between being very strong with high physical potential while being a bit fragile led to a very charming character.”

Nintendo considered over 100 redesigns of Link before settling on his appearance in Zelda: Breath of the Wild, wanted to go with a neutral approach

Nintendo ditched a bunch of traditions and norms from the Zelda series when they created Zelda: Breath of the Wild. One of the most challenging changes came from Link's redesign. While you can get Link's classic tunic/hat in Breath of the Wild, the character starts out looking quite different. In the Zelda: Breath of the Wild art book, various devs on the project explain their new approach to Link.

Eiji Aonuma

“Link is the game’s protagonist, so I’ve always thought we need him to look cool. Yet, if we overdo it, the people playing the game might feel like they’re controlling an already accomplished hero, which I felt could get in the way of the players immersing themselves in the game. For that reason, this time I decided we should make Link a more neutral character in a variety of ways.

We thought that the iconic green tunic and hat had become expected, so we wanted to mix things up and update his look. Interestingly, though, nobody on the team said, ‘Let’s make him blue!’ It just organically ended up that way.”

Satoru Takizawa

“Producer Aonuma-san declared that we would be revising expectations by updating Link for this game. He wanted Link to be a more neutral character that players could see themselves as. You can feel how energized and excited the artists were about this idea from the really interesting modern concepts they drew. There were close to one hundred designs presented within the team for Link, and the number of sketches was too great to count.”

Yoshiyuki Oyama

“The Link of this game was to be a traveler from the frontier who exudes a sense of adventure, which is why there are a lot of designs that feature capes and bags.

At the beginning of development we drew a lot of landscape concepts. Link wearing blue clothes appeared pretty early on because the blue stood out against the backgrounds we were producing.

Did you notice that the Champion’s Tunic that appears on page 60 (see below) has a different pattern on the chest than the one from the start of development? Since the tunic is unique to Link, it ultimately ended up being a symbolic representation of the Master Sword. The story behind the Champion’s Tunic is touched upon in the second DLC, ‘The Champions’ Ballad.'””

Nintendo working with ISPs to send out copyright strikes to those pirating games

For years and years now, publishers/distributors for movies, TV shows, and music have been working with internet service providers to send out copyright strikers to users illegally downloading content. While each ISP is different, most will allow a certain number of 'strikes' before they remove service from the user. Now Nintendo is getting in on that action.

A Spectrum user who decided to illegally download The Legend of Zelda: Breath of the Wild has been sent a copyright strike notice. Spectrum is working on behalf of Nintendo in this instance, who appears to be working with ISPs to try and squash illegal downloads of their games. While Spectrum is the only company we have info for right now, it's very likely Nintendo has teamed up with a number of companies to takes the same precautions.

Dragon Quest creator laments the series' popularity in the West, praises Zelda: Breath of the Wild, and talks about the series' future

Yuji Horii recently held a keynote speech at the Cedec+Kyushu 2018 event, and he talked about all sorts of things Dragon Quest related. Check out some of the more interesting tidbits below.

- Horii would like the series to be more popular in the West
- he regrets that they didn't release the older games in the series outside Japan sooner
- he believes this resulted in the situation now, where most non-Japanese people are unfamiliar with Dragon Quest
- one of the reasons why the games didn’t release is due to the scripts taking too long to translate
- Dragon Quest games were made in a way so players never think “I don’t know what to do”
- Horii also says letting players do whatever they want can be a good choice as well
- he cited The Legend of Zelda Breath of the Wild as an example of how going off the game’s rails can be a lot of fun

At the end of the event, Horii was also asked when people can expect to learn about Dragon Quest XII. Here's exactly what Horii said in response.

I already thought up some of the keywords the game will be about, but I can’t reveal anything for now. I know XI is particularly appreciated for its scenario, so for the next game I might include tricks related to the game system instead. People striving to make their dreams come true will probably be one of the themes in the game. But XII is still many years ahead, so, for now, you should play Dragon Quest Builders 2 which is coming out soon.

Nintendo explains why The Legend of Zelda's art style is ever-changing, and how they came to Breath of the Wild's visual style

In the recently released Zelda: Breath of the Wild – Creating a Champion book, art director Satoru Takizawa has talked about a number of topics. In the snippets below, you can see Takizawa talk about why the Zelda series usually changes up its art style with each installment, and how the style for Breath of the Wild was created.

“I imagine there are a lot of people who have wondered why the visuals for The Legend of Zelda change with each new entry in the series. We look for the best way to express the unique spirit of that particular game and create a world that will be exciting for players to jump into and explore. Often, the results come from trial and error.

With Breath of the Wild we spent a lot of time thinking about how to visually represent this massive open world. The theme for this game was “revisiting expectations,” which left me at a loss as to how to express that visually [laughs]. At the same time, I felt that it was an ideal opportunity to establish a style that would become the definitive version of The Legend of Zelda’s art.

After a lot of worrying and going back and forth, we created a painterly art style that combined the realism of the game world with its playability. For example, if you cut down a tree in the game, it immediately creates a firewood. That was an intentional contraction of reality that cuts out portions of the game that the player might find boring or makes short waits more fun with comedy. We wanted to create a world that could accommodate the fantastical elements of Hyrule without sacrificing a more realistic art style, and we went about that by crafting a hybrid of the two that would allow the players to suspend their disbelief when certain things happen. That allowed us to include a broad range of ideas from the designers and enabled us to have some crazy stuff happen. For example, the player is able to toss a bunch of ingredients into a pot and have a dessert pop out. We found that injecting humor into the visual shorthand helps players forgive the break break from reality.”

Thanks to Sligeach_eire for the heads up!