'Zelda: Tears of the Kingdom' designers explain why latest hit won't get a follow-up

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'Zelda: Tears of the Kingdom' designers explain why latest hit won't get a follow-up
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NPR interviewed Tears of the Kingdom designers Eiji Aonuma and Hidemaro Fujibayashi on the game's success and the Zelda series' future.

Zelda and Link seem to have had a loving relationship in the years between the events of Breath of the Wild and Tears of the Kingdom. How did you want to develop their dynamic in this sequel?Link is still entrusted with the role of protecting Princess Zelda. Rather than having the developers explain the relationships between the characters, I think it is best for people to play the game for themselves and use their imaginations.

The Depths present limited visibility, higher challenge, and less varied landscapes. How do you respond to criticism that the Depths are monotonous or drags down the game's pacing?For the Depths in this game, we took the exploration of dark areas, which has been a traditional gameplay element in the series, and adapted it so that it could be done dynamically in a vast space.

Link and Zelda, reunited after the events of Breath of the Wild, only to be torn apart at the start of Tears of the Kingdom.Link and Zelda, reunited after the events of Breath of the Wild, only to be torn apart at the start of Tears of the Kingdom.Fujibayashi: We actually thought that there shouldn't be too many types of Zonai devices. Because we thought that it was important to have players take a limited set of functions and appearances and use their ingenuity to create new functions. So at this point there aren't any devices that I wish we could have included, and I am actually glad that we kept the number of devices low, because we have really enjoyed seeing the unbelievable things that the players have created with such limited resources.

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