There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??
Botw was already impressive but I could grasp it with the shaders and also there weren’t that much physics puzzle. Objects were more static, there wasn’t the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.
Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, …?
Fair points, and for sure they did recycle a ton of the content. I think really they were just banking on the completely new ultra hand and crafting mechanic to carry the majority of the gameplay. Cheers.
Ultrahand is definitely insanely cool feature to play with, I just hoped they’d flesh out the basics a bit more. That’s one thing I’d be sad to see go in the next zelda installment, although I’m not sure how they would keep it around. Hopefully the switch 2 allows for even more possibilities but I’m not that optimistic about Nintendo made hardware.