Zelda: Breath of the Wild dev blog - Cut-scene designer talks freedom, memories and more

This week's blog post comes from Naoki Mori, who was in charge of Cinematic Design (screenplay, cutscenes)...

- the developers had to find way to convey the story in a way that didn’t restrict players’ freedom
- they came up with this system of “watching a cutscene = Link regains a lost memory”
- when you’re gathering those “Memories”, the cutscenes are shown without any context
- this makes you wonder what happened (especially if you haven’t seen them all)
- a great advantage of that Memories system is that you can rewatch the cutscenes at any time, as many times as you want
- the Sheikah Slate conveniently lists them in chronological order
- Princess Zelda has two main roles in the game
- The Princess who Seals (Zelda’s traditional role, as seen in previous Zelda games)
- The Princess who Researches (ways to stop Calamity Ganon, Zelda’s new role)
- taking those two roles into consideration, the image of “The Princess that cannot use her sealing powers” was born.
- Mori would be pleased if this made players think “I want to help Zelda”, like in previous The Legend of Zelda titles
- you can find a diary with the thoughts of Zelda and the King of Hyrule inside
- those contents go in hand with Link’s Memories, so players are highly encouraged to find them all





from GoNintendo

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