



Here the developers have really chosen to think about how the world has changed between the two games. You kind of have to suspend your disbelief a little bit, because otherwise it’s like, “Wait, what? Where are all the shrines from ‘Breath of the Wild’?” But it’s a different story from “Breath of the Wild.” We think it’s been like three to five years between the two games. For “Tears of the Kingdom,” it’s the same iteration of Link. MN: It’s not very common for the Zelda developers to make a direct sequel. It’s a really big development challenge to balance the open world where you allow players agency but you also give them a story to follow.Īnother interesting thing about “Tears of the Kingdom” is that it is set in the same “world” as “Breath of the Wild,” but time seems to have passed between the two. You’re exploring, but what you do has an impact on the world. “Tears of the Kingdom” really balances these two things. Follow this storyline.” Over time, the general perception around these games has been that they are either too strong on the story side or too strong on the open world side. Go figure out what to do next.” But then the next Zelda games started developing a narrative approach: “Go find specific dungeons. Michele Newman: The original Zelda game started with giving you a sword and saying, “Go for it. How does “Tears of the Kingdom” compare with other Zelda games?
