We’ve all seen the enormous world Zelda‘s newest game has by now, and we’re in awe every time we see it. Reggie Fils Aime has stated that this may in fact be the biggest game Nintendo has ever done, and we won’t argue with that. Not only that, but we’re also given the chance to tackle the game in literally and way we want, giving us complete and total freedom over the game.
But there’s more to the world’s size and freedom than meets the eye. This is the return of the Zelda series to its roots, to the original Legend of Zelda game for the NES, where we were allowed to go anywhere we wanted to, complete dungeons in any order we wanted to, and pretty much do whatever we wanted. That is what Miyamoto and the rest of his team strived to do with Breath of the Wild.
Miyamoto explained during the Treehouse event yesterday, that “as the series progressed, there were more added features. As we started doing that, we realized that the game was becoming more and more sequential. We really wanted to go back to the original spirit of Zelda, which is freedom.” He continues, “In past Zelda titles, there was a tendency for NPCs to explain everything about the world. We went back to the origins of Zelda, where [as you start the game,] you don’t know who you are, what you are supposed to do. In this new game, as you interact with nature and the world around you, you learn who you are.”
So there you have it. Similarly to how you begin the original Zelda in the middle of a field, with a strange old man in a cave who randomly gives you a sword, and you learn you identity as you progress through the game, Breath of the Wild too wants to give this mysterious aspect to the game, where you know you’re the hero, but you don’t exactly know why or who you’re being a hero for. Certainly, it will be interesting to see what kind of story plays out in this new Zelda game.