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The Legend of Zelda Pyjamas For Men | Adults Nintendo White T Shirt & Charcoal Lounge Pants Set | Wolf Link Gaming PJS Merchandise

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That's true. It's not just a satisfying way to travel. (Laughs) So you're saying that being able to look over Hyrule from above and descend from the sky further expands the scope of the gameplay, right? When I was working on the programming for Wuhu Island during Wii Sports Resort's development (6), I remembered Miyamoto-san saying that he wanted to “turn the actual stages of games into characters". What he meant by that was to create one island and use that as a base to add various kinds of gameplay in different games. The idea of having new discoveries in the same setting was striking to me. I'd been wanting to try this idea with other titles, and I supposed this game would leverage that kind of approach.

The Legend of Zelda: The Wind Waker. Launched in May 2003 for Nintendo GameCube. The player controls the wind with a mysterious baton to sail across the ocean and explore the different islands.Hello, I’m Eiji Aonuma, the producer of The Legend of Zelda series. My first role in the series was designing dungeons for The Legend of Zelda: Ocarina of Time (1). I served as the director and producer for The Legend of Zelda: Twilight Princess (2), and I’ve been the series' producer ever since. Adding the ability to dive from the sky was also partly due to Aonuma-san and Fujibayashi-san's persistence, right? (Laughs)

Yeah. I’ve wanted to make this happen ever since The Legend of Zelda: Skyward Sword. Thinking how satisfying it'd be to dive from the sky and jump directly into the water. In this title, diving is not just about enjoying an exhilarating, seamless means of travel, but it also brings more value as a tool for gathering infomation about the surface by surveying it from above. Thank you very much. Many may already be familiar, but, Aonuma-san, could you give us a brief introduction to the Legend of the Zelda series? Yes, this title is set in Hyrule shortly after the end of the previous game. There are many reasons why we chose this setting. After finishing development on the previous title, we wondered if we could make it possible for players to continue exploring the world after they've reached the game's ending.Hello, I’m Hajime Wakai, the sound director. My first involvement in the series was when I composed music for The Legend of Zelda: The Wind Waker. I’ve been involved as the sound director for the series since The Legend of Zelda: Skyward Sword. Is it an homage? An Easter egg? Hmm. The book is *not* a fantasy. It’s a historical drama set in the real world,” wrote Schwartz, who said she was alerted to the anomaly by a Reddit user.

The Legend of Zelda: Skyward Sword. Released in November 2011 on Wii. This game featured an intuitive control system which utilised the technology of the Wii Remote Plus and Wii MotionPlus accessories. A remaster of the game, The Legend of Zelda: Skyward Sword HD, was released in July 2021 for Nintendo Switch.Hi, I’m Satoru Takizawa, the art director for this game. I first joined the series with The Legend of Zelda: Ocarina of Time, and since then, I’ve been handling artwork and design for titles such as The Legend of Zelda: The Wind Waker (5) and The Legend of Zelda: Twilight Princess. I've coordinated the visuals since The Legend of Zelda: Breath of the Wild. Just like somewhere you know inside and out, we understand where everything is in Hyrule from The Legend of Zelda: Breath of the Wild, and because of that, we believed it was possible to create new gameplay. For this reason, in the initial proposal, we clearly stated "the setting will not change" as an important concept. Even when I shared this with the team members here, there were no objections, and we were all aligned on that idea from that point onward. Yes. In contrast, we made some fairly big changes to the gameplay. In The Legend of Zelda: Skyward Sword, if players wanted to travel from the sky to the ground, they had to select it from the map, but in this game, you can dive from the sky directly to the ground without any interruption. On top of that, players can also ride on flying vehicles and so on, offering even more freedom within the same setting as the previous game. If a location were completely unfamiliar to you, you'd probably be hesitant to dive down from the sky, but because it’s a world that you’ve already explored in the previous game, these transportation methods make sense. Hi, I’m Takuhiro Dohta, the technical director for this game. I've been involved in the Legend of Zelda series in various different roles, but The Legend of Zelda: Breath of the Wild was the first time I worked on a Legend of Zelda game from the very start. In this title too, I was responsible for the game's overall technical direction.

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