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When The Legend of Zelda: Tears of the Kingdom first released almost a year ago, it took the world by storm. Much like its predecessor, Tears of the Kingdom put a heavy focus on the open-world format and being able to explore a map that at times feels nearly limitless. That’s not even mentioning the new additions to the game that opened the floodgates on creativity, namely the Ultrahand ability. When developing a game with near-endless possibilities, how is it even possible to create something as cohesive as Tears of the Kingdom? In a recent GDC presentation, the developers of the game went into detail on this very subject, and how all of the elements of Hyrule’s world came together over the six years of development. You can watch the entire presentation here.

The talk is just over an hour long and is presented by Takuhiro Dohta, Junya Osada, and Takahiro Takayama. The discussion centers around the nuance that goes into creating a world based entirely around a physics engine. From unexpected interactions in the environment to the sound design of various moving parts working together in near-infinite ways, many don’t realize how much went into the creation of Tears of the Kingdom. If you’re interested in learning more about the behind-the-scenes aspects of creating this fan-favorite game, be sure to check it out when you get some time.

The creation of The Legend of Zelda: Tears of the Kingdom was a truly ambitious effort. While the game shares many similarities with Breath of the Wild, that is by no means a bad thing. Tears of the Kingdom serves to expand on the much-beloved world established by its predecessor, and it did so wonderfully. There’s no denying that the development team behind the latest entry to the Zelda series worked extremely hard to create as polished a game as they did.

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Written by Abbie Maxwell

Lifelong Nintendo fangirl, Abbie holds a special place in her heart for video games. She has always strived to provide tips and tricks to make the experiences of those who share her passions that much better.