Zelda creator Shigeru Miyamoto stated in an E3 interview that Zelda: Breath of the Wild “directly harkens back to the wide-open design philosophy of the very first Legend of Zelda”. Miyamoto explained, saying 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”. Miyamoto went on to state how “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 [starting 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”.
Miyamoto Says That Zelda: Breath of the Wild Channels Spirit Of The Original Game

I couldn’t be more glad.
“We really wanted to go back to the original spirit of Zelda, which is freedom”
Highly doubt that he’s referring to the very first, seminal game, which had a serious design flaw as it was impossible to be beaten without external help, i.e., a guide.
Well, it did feel like freedom, until you realize you can’t find the 2nd dungeon.
Which is literally hidden in a random rock that you must use a limited-use item to find. Try to “stumble upon” that.
I never beat Zelda 1. That game is so frustrating… X(
It really wasn’t impossible to beat at all. Once you know there’s a secret hidden in each square, you only have to check in the manual which squares you haven’t inspected yet. The original Zelda is on the easy side of the NES catalog, it’s not even debatable.
http://www.eurogamer.net/articles/2011-09-08-Aonuma-never-finished-legend-of-zelda
Your “not even debatable” is questionable.
I don’t see how Aonuma’s performance is an indicator of the game’s difficulty. Other than that, if we’re judging how hard a game is by how many times you see the game over screen, then games like Contra or Ninja Gaiden are hell on Earth.
You have to compare TLoZ to the rest of the NES catalog. I can only think of a few games that are actually easier: the RPGs, Crystalis, Excitebike, Mega Man 2, Kirby and Punch-Out, arguably. Many other classics, including Metroid, Blaster Master, Gargoyle’s Quest, Mega Man 3, Castlevania or StarTropic are much harder.
Anonuma and several other people were unable to beat Zelda 1 because we got clueless and had no way to go further at all due to a design flaw. Period. I don’t know why it’s so hard to you to aknowledge this. That design flaw is well reported, people agreed with it and life went on.
On the games you cited, I didn’t play all of them, although I recognize them as hard-to-beat titles. But I was talking about flaws, and not difficulty when I started this discussion.
You were the one that brought up difficulty with that Aonuma quote, not me. He’s not complaining about getting stuck, he’s complaining about dying constantly. That’s him being bad at the game, not a design flaw. A design flaw is having an uneven in-game economy or having a way to get the player stuck in a dungeon. Being cryptic is not a design flaw, especially when it is deliberate. Besides, if you have the manual (and the map that came with it), you get a full visual of almost all the overworld, and useful advice to find all the secrets too. Finding the entrance to level 8, which is one of the things most people complain about, can’t be more obvious if you have a map. That single bush stick out like a sore thumb in bird’s view. That’s far from being bad design, it’s the complete opposite. The problem here is that many people didn’t know that the game originally came with a map and, through emulation and re-releases, went to play it without the tools required to solve it. That’s like complaining about StarTropics being impossible to solve because you don’t have the letter that originally came with it: it’s not the game’s fault and it shouldn’t be judged on those grounds.
Here’s the map, for reference:
http://www.videogamemaps.net/maps/nes/zelda/World%20Map%20-%20Mephea.png
OK, then.
He’s actually got you beat, Rootgamer. When it first released and if you bought it brand new, you had all you needed to beat the game. It was actually pretty ingenious that they made you need a map in the box. Too bad more games didn’t do that. Although, I will say something should have made that clear in-game for anyone that didn’t bother to read the manual.
I had the original map, and even when I took a look at it, I was unable to beat Zelda 1. Still, for me, Zelda 1 is not a paradigm and definitely it’s not a game I care of.
I never even knew there was a map. I never owned the original (aside from virtual console). I wanted it so bad as a kid, but my parents didn’t get it for us. This is news to me. I watched a cousin play it and was enthralled. And the gold cartridge? Awesome. The first one we actually owned was A Link to the Past.
Lord Sasori Obinna Mii has pronounced that Nintendrones are in denial about their disappointment of the Nintendo announcements.
You can be given a new Zelda, but the bottom line is Wii U will Always be Wii U.
A piece of shit will always stink..
Man children following talking Goldfish… The one they call Miyamoto-San..
Do us all a favor and when your next project fails do your best Robin Williams impression from the end of a rope….
https://youtu.be/aNNAsw0foSA
damn, draniiel
I was with you til that last part. Like withdrawn.
wow that last sentence
not only you’re a weak troll
you also seriously have to get banned tbh
You mean the original game that was a barren wasteland, compared to later titles (LTTP, OOT, TP, SS, etc.). Sure it was the most iconic, and there were technical limitations back then, but everything memorable from that first game has been carried over to nearly every last game in the Zelda franchise. Don’t roll this game back to its earliest incwrnation, at the expense of the later concepts that helped the series grow:
-Pendant-like dungeon items
-Towns and NPCs
-The Master Sword
-A parallel dark world
-Plot arc between each dungeon
-Ocarina songs
-Different races (Gorons, Zora, Twili, Tokay, Koroks, Kikiwis, Rito, Subrosians, Anooki, Gerudo, etc.)
-Epona
-Transformations
-Day/night, past/present, seasonal, and weather manipulation
-Optional sidequests
-Boats, Trains, and Loftwings
-Skyloft’s Bazaar
Everything memorable with the big exception of non-linearity.
But we have that now at the expense of everything else.
There are villages and NPCs. And different races. And Epona is in. So is the Master Sword, and the day/night cycle, and sidequests. The rest we don’t know.
While I like some of the things he said, I’m afraid because of WHO said them. I’ve now gotten a sudden fear that Breath of the Wild is just the original Legend of Zelda remade just like Star Fox Zero was Star Fox/Star Fox 64 remade. Just minus the forced controls MOST did not ask for. I love you, Miyamoto, but hurry up & distance yourself as far from game development as possible. You’ve already ruined Paper Mario, after all, thanks to that Sticker Star bullshit that we now have Color Splash. Stick with Pikmin. Then again, maybe you should stay away from Pikmin too. :/
Good point. Everything Miyamoto says should be taken with caution. He’s been getting out of touch…
I honestly wouldn’t be surprised if he is behind everything that is wrong with Mario Party these days. First it was the car & now everyone can move at the SAME FUCKING TIME. On a fucking board game simulator!? What the actual fuck!?
Common sense is something that Nintendo have dumped already.
Let’s not take too much away from Miyamoto (considering his iconic role in both Nintendo and the video game industry). As long as he doesn’t bring back the 30-day time limit, the Pikmin games are fine.
I don’t know. He did have us pick up only fruit in Pikmin 3 & nothing else. Not to mention he relegated treasure hunting to multiplayer. Speaking of multiplayer, once again that man refused to give us ONLINE multiplayer. Yeah. If Pikmin 4 has a multiplayer component, it better have an offline & online mode. Oh & it better have us collect more than just fruit. In other words, it better be more like Pikmin 2. Otherwise, he needs to give Pikmin to someone else so Pikmin 5 won’t be held back.
http://www.goneatworks.com/david/mastersword_breathofthewild.jpg
“You’ve already ruined Paper Mario, after all, thanks to that Sticker Star bullshit that we now have Color Splash.”
>One Game was Garbage.
>Series is Ruined.
No.
“I’m afraid because of WHO said them. I’ve now gotten a sudden fear that Breath of the Wild is just the original Legend of Zelda remade just like Star Fox Zero was Star Fox/Star Fox 64 remade.”
Except the original Legend of Zelda was a very different style of game than the original, by far. Translating the original game to 3D in the manner they are doing here would be exceedingly difficult to do in pain-staking detail. I highly doubt that’s the case.
The original was different from the original? I think you mistyped there.
One thing I saw on another site that makes me extremely happy is there is no partner following you around and pointing things out. First off, I don’t want my hand to be held. Second, they either point out the obvious, or tell you something so vague that it’s worthless. Or annoy the living shit out of you if you don’t stay on the mission. Like bitch, I’m going after a sidequest. The dungeon can wait. Fi was the worst. Could not stand her at all.
I liked Fi & Navi. I will admit they should have been more like Midna. She was actually the best of both characters. If we ever get remakes, maybe they’ll go back to the games & change their character a bit to be less bossy/annoying. Oh & I liked Tatl. Shame we didn’t get Tael, too. I wouldn’t mind having two fairy partners one day in a Zelda game. They don’t have to do like the characters before them did but just be there for cutscenes to add some flavor to them.
Cutscenes and flavor I’m totally fine with. It’s just the annoying “do this now” when I’m trying to explore on my own and telling me to press a switch that is pretty obvious. And even if it’s not obvious, I prefer to figure it out in my own. They would be fine if they had the “talk to Midna/Fi/Navi option only, not them popping up without being asked.
I didn’t hold that against them, to be honest, since it was more the fault of the devs than the characters themselves. Not their fault they were programmed to be annoying. :/
Oh, I blame the developers as well. I’m glad this game seems to be more up to the player rather then the game telling us what to do at every corner. Like when you enter a new room and the camera zooms right in on the switch you need to do something to. I hate that.
It’s nice of him to say that but I think he is wrong. BOTW feels like a regular modern rpg. Like it is one of those games where you identify a pattern early and repeat it throughout the whole game. The original zelda a fresh exploration/puzzle game. My pattern for breath of the wild was: 1. go to tower and unlock map of area 2. go to shrines 3. get the seed from leaf guys 4. after searching entire area, go look for tower and repeat.