Zelda, “Linguistic Chaos”, and the challenge of bringing the ‘wild out’ to change

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Note: Answers by Alex Beachum, with assistance from Jackie Kreitzberg and Logan Ver Hoef.

Nintendo Life: Outer Wilds is one of our most anticipated games since 2021 and we think that many Switch players will try hard to avoid anything else while waiting for this version! Can you tell us a little bit about how and why the release date changed from its original ‘Summer 2021’ window?

In picking a launch window, probably like the Nomai, Avens and should be like Daz or Yarrow. There were also complications from the fact that we were still working on ‘Echoes of the Eye’ – which we decided to add to the Switch release after the agreed delay.. But it really boils down to having a little too much pressure on the transition in the beginning.

… it really boils down to having a little too much fun with the transition in the beginning.

There’s a lot of Zelda in Outer Wilds’ DNA and Alex said that one of the reasons it exists is because Skyward Sword “broke” him. What games did you play during development, and did they change your design with Outer Wilds in any way?

There are many games that inspired parts of the original method, but once we thought about how to use “forced exploration”, we were very committed to making Outer Wilds the same. Our Creative Director, Alex Beachum, specifically stopped playing Breath of the Wild in the final stages of development to avoid being overly influenced by the way it was played. they control the design of the world’s games.

With Breath of the Wild and Tears of the Kingdom taking a very different path from Skyward Sword, have your feelings towards Skyward Sword changed over the years?

No way.

After playing the original Outer Wilds game so many years ago, is there anything you would change if you could start over? Did you make any tweaks based on player feedback or feedback?

We play all the time and often get inspiration from players’ responses. For example, the Quantum Moon disappears when you blink during the awakening suggested by a researcher.

Photo: Annapurna Interactive

There are always things you do differently when you see them. One thing that springs to mind is the attraction to the autopilot and landing cameras in the craft. Another is making a fundamental change to everyone’s favorite teleporter puzzle. And we’re going to try to scare our players even more – Alex likes to scare people.

Outer Wilds touches on some ideas and themes that may be familiar to Star Trek TNG fans (like me!) Are there any horror stories or non-scientific projects that you’ve thought about? when you were developing the game?

That’s great inspiration 2001: A Space Odyssey and Apollo 13. There is also a clear reference to Sunlight. Unrecognizable, Table Two prompting some of the flashbacks in the game’s final sequence.

How do you feel about different types of time? (ie things that can be changed vs. things that are already configured and everything you do is already intended to be done.) Did you get wrapped up in distractions during development? How did you decide Wild outside‘s style of time loop?

There are always things you do differently when you see them.

In fact, we never thought of doing events at a predetermined time. A time series description is more suitable for non-relational media. This is a game about players choosing to explore because of their own inner curiosity and the player’s choice is very important, which is contrary to a story where everything happened because it happened all the time.

Dance around special things if possible (although we can mark this answer if necessary), the things you need that you have given to the composer are at the heart of the song. Wild outside?

We knew we wanted to use instruments you would hear around a campfire. From there, Alex gave Andrew Prahlow, our composer, some information – ‘Journey of the Sorcerer’ by the Eagles was included in the list – and the clear presentation that shows the cycle to The nature may fit well with the elements of the game – such as rotating bodies and time. And Andrew came back happy.

Outer Wilds Change 3
Photo: Annapurna Interactive

Looking at the evolution of the Switch, how did you work with Nintendo’s ‘maturing’ system? Were there any headaches other than the obvious restrictions compared to other platforms?

The screen size of the Switch requires us to redo our text and UI sizing on the game in a way that can be changed on the fly. It ended up being a good net because we could add more UI mode to all parts of the game. Now players on other platforms can choose multiple UI modes to view the text better on their current setup or on other devices such as the Steam Deck.

What do you think of the genre name “Metroidbrainia”? What do you call this species Wild outside is it in?

Outer Wilds is essentially a “Metroidbrainia” and as a team we embrace linguistic chaos, so it’s an honor to be classified by a portmanteau pun as a portmanteau.

Living and ending with Wild outside for more than ten years now, how does it feel to be nearing the end of this particular project? Is this not the end?

Outer Wilds is essentially a “Metroidbrainia” and as a team we embrace language chaos

The entire team is excited to move on to new projects. We love Outer Wilds and we love that it’s on the Nintendo Switch so more people can experience it. But we are also ready to move forward and bring a new game and experience to fans. As Riebeck says, “it’s time for something new, now.”

The final question of Zelda: Breath of the Wild vs. Tears of the Kingdom – which is your favorite?

I think we have to say Breath of the Wild is the team’s favorite of the two. It really paved the way for Tears of the Kingdom with its beautiful, hand-crafted world and dedication to player-driven exploration. And not many of us have had a chance to play Tears of the Kingdom for various reasons. But it’s on everyone’s to-do list!

Finally, what is the hardest thing about creating a time-travel game?

Determining what the players need to understand and listen to while they are down. Then remember that the player has that time because it’s just debug warping everywhere when we test things during development. Another reason we play all the time!

Outer Wilds Change 1
Photo: Annapurna Interactive

This interview has been lightly edited for clarity.

Thank you to Alex, Jackie and Logan for answering our questions above Outer Wilds: Archaeologist Edition. The game is out now on the Switch eShop. Check out our review of this awesome brand, and let us know if you’re game in the details.

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