Home » Tears of the Kingdom devs on Gleeok return and extra

Tears of the Kingdom devs on Gleeok return and extra

by Ethan Marley
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The Legend of Zelda: Tears of the Kingdom director Hidemaro Fujibayashi and producer Eiji Aonuma have spoken about a few of the enemies within the sport, together with the return of Gleeok. This is available in a latest interview with Nintendo Dream that we’ve translated.

Gleeok is an particularly notable enemy addition as we haven’t seen it typically within the sequence. For Zelda: Tears of the Kingdom, having Gleeok in there happened when the workforce was serious about together with “a monster that might rival the Lynel from Breath of the Wild in energy for the brand new sky areas”.

Our translation of the interview could be discovered under, which incorporates speak about Horriblins as properly. 

Among the brand new monsters, a few of them are ones that haven’t reappeared within the sequence for fairly a while. How did that come about?

Fujibayashi: For monsters, we prioritized gameplay when creating them. To match the sky, caves, underground and different new areas, we thought-about what monsters would be capable of do properly in them. For instance, we needed a monster that might rival the Lynel from Breath of the Wild in energy for the brand new sky areas, so it’d want wings to fly, be massive and look sturdy… and as we considered that, we remembered the Gleeok. While serious about gameplay, we seemed again to see if there have been any monsters that match what we wanted from older video games, and if one thing matched, we adjusted them to be carried out into Tears of the Kingdom. For the caves, to match the terrain, we needed a monster that might latch onto the ceiling; since there wasn’t a monster that had that attribute in earlier video games, we created the brand new monster Horriblins. Gameplay-wise, it’s doable to make weapons with lengthy attain utilizing the “Fuse” capacity, and monsters like Horriblins let that function shine.

Elsewhere within the interview, Aonuma and Fujibayashi spoke concerning the Boss Bokoblins, which is one other new addition.

Some modifications have been made to acquainted monsters too. Such as how Boss Bokoblins can assault with teams.

Aonuma: Boss Bokoblins are meant for multi-person fight in any case. They is perhaps a bit laborious for Link to deal with alone at first, however having allies lets gamers cost at them with confidence. We needed gamers to style their very own drugs, so we gave Boss Bokoblins a bunch of pals behind them.

Enemies coordinate their assaults too.

Fujibayashi: Even the enemies adhere to this sport’s theme of cooperating with allies, resulting in group battles.

Aonuma: I additionally assume this lets gamers expertise the enjoyable of utilizing new objects to win. If you throw a Muddle Bub, enemies begin attacking their very own allies, letting you observe from afar. We thought loads about enemy placement in relation to gameplay mechanics in growth.


Translation supplied by SatsumaFS, Philip Proctor, and Simon Griffin on behalf of Nintendo Everything.

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