Nintendo Reveals How One of The Legend of Zelda: Tears of the Kingdom’s Most Surprising Features Worked

Nintendo Reveals How One of The Legend of Zelda: Tears of the Kingdom's Most Surprising Features Worked

As a seasoned gamer with decades of gaming under my belt, I must say that The Legend of Zelda: Tears of the Kingdom has left me utterly spellbound. This game is a testament to the boundless creativity and technical prowess of Nintendo’s developers.


Last year, when I jumped into “The Legend of Zelda: Tears of the Kingdom” on my Nintendo Switch, it felt like stepping into a technological marvel. The game’s creators really pushed the limits of what the aging console could do, and I was blown away by how smoothly it ran on such hardware. The game’s load times were particularly impressive, allowing me to seamlessly traverse from the lands of Hyrule down to the newly introduced Depths without a hitch. Achieving this smoothness required some clever technical work on Nintendo’s part, which they recently unveiled at the Computer Entertainment Development Conference in Japan.

During initial phases of game development, transferring Link’s jumps from Hyrule mainland to The Depths led to excessive loading times, causing the game to freeze frequently. Resolving this issue required four distinct solutions, each contributing to the final outcome. Initially, developers employed a Profiling Tool to identify what was taking the longest to load, and then distributed those time-consuming tasks to areas of the game where nothing else was being loaded concurrently. The second phase involved creating a system that prevented objects beyond Link’s line of sight from loading. In the third step, Nintendo focused on finding textures whose resolution could be lowered without any visible impact.

1. The three initial stages were integral parts of the overall puzzle, but the fourth one is arguably the most intriguing. Nintendo devised an innovative strategy where the game could predict if Link was about to leap into the Abyss. Consequently, when a player approached such a point, the game would initiate the loading process from there. These integrated aspects enabled Nintendo to create jumps that appeared effortless!

Although primarily known as a Nintendo Switch title, “Breath of the Wild” was also made available on Wii U. As explained at CEDC, developing “Tears of the Kingdom” exclusively for the Switch allowed developers to explore innovative possibilities. Despite requiring some technical finesse, it’s impressive to see what Nintendo achieved even years into the Switch’s lifespan!

[H/T: Famitsu, via Automaton]

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2024-08-29 21:40