![]() “Whether it’s walking to a certain place or riding my motorcycle or driving a car, I’ve done those things in real life in Kyoto, so I know about how much time it will take.” ![]() “When we were talking to the staff and saying, for example, the distance from this point to the next tower is just like the distance from these points in Kyoto, it made the conversation go a lot smoother and faster,” he says. It was particularly useful during development, according to Fujibayashi, as the city - which also happens to be where Nintendo is headquartered - proved a simple shorthand when explaining things to the rest of the team. If I’m going from famous spot A to famous spot B and it takes me this long, it made it really easy to envision how that would translate to the game map.” “You have all of these famous temples and shrines and whatnot. “One thing that made it really easy is that there are so many tourist spots in Kyoto,” he explains. According to art director Satoru Takizawa, this structure actually made Hyrule and Kyoto a great match. ![]() “There are so many tourist spots in Kyoto.”īreath of the Wild’s rendition of Hyrule is huge, but it’s also filled with lots of places to find and explore - from enemy camps and friendly villages to puzzle-filled shrines and other secrets scattered about.
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