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Bledisloe Cup
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Bledisloe Cup
Bledisloe Cup on display in Sydney 2014.
Sport
Rugby union
Instituted
1931
Number of teams
2
Country
Australia
New Zealand
Holders
New Zealand
Most titles
New Zealand (46 titles)
The Bledisloe Cup is a rugby union competition between the national teams of Australia and New Zealand that has been competed for since the 1930s. The frequency at which the competition has been held and the number of matches played has varied, but as of 2016[update], it consists of an annual three-match series, with two of the matches also counting towards The Rugby Championship. New Zealand have had the most success, winning the trophy for the 45th time in 2017, while Australia have won 12 times.
Contents
[hide]
1 History
2 Results
3 By Year
4 Media coverage
5 See also
6 Notes
History[edit]
Bledisloe Cup Festival Day 2014 in Sydney
There is some dispute as to when the first Bledisloe Cup match was played. The Australian Rugby Union (ARU) contend that the one-off 1931 match played at Eden Park was first. However, no firm evidence has been produced to support this claim, and minutes from a New Zealand union management meeting several days later record Lord Bledisloe wishing to present a cup for the All Blacks and Wallabies to play for. The New Zealand Rugby Union (NZRU) believe that the first match was when New Zealand toured Australia in 1932.
Between 1931 and 1981 it was contested irregularly in the course of rugby tours between the two countries. New Zealand won it 19 times and Australia four times in this period including in 1949 when Australia won it for the first time on New Zealand soil. The trophy itself was apparently 'lost' during this period and reportedly rediscovered in a Melbourne store room. In the years 1982 to 1995 it was contested annually, sometimes as a series of three matches (two in 1995) and other times in a single match. During these years New Zealand won it 11 times and Australia three times.
Since 1996 the cup has been contested as part of the annual Tri Nations tournament. Until 1998 the cup was contested in a three match series: the two Tri Nations matches between these sides and a third match. New Zealand won these series in 1996 and 1997, and Australia won it in 1998.
In 1996 and from 1999 through 2005, the third match was not played; during those years, Australia and New Zealand played each other twice as part of the Tri Nations for the cup. If both teams won one of these games, or if both games were drawn, the cup was retained by its current holder. The non-holder had to win the two games 2–0 or 1–0 (with a draw) to regain the Cup. A criticism of this system was that with the closeness in the level of ability between the two sides, years where each team won one game each were very common (1999, 2000, 2002, 2004) and in these years, many rugby fans felt dissatisfied with one team keeping the cup in a series tied at 1–1.
2006 saw the return of the 3-game contest for the Bledisloe Cup as the Tri Nations series was extended so that each team played each other 3 times. The 2007 Cup, however, reverted to the two-game contest because the Tri Nations was abbreviated that year to minimise interference with the teams' preparations for the World Cup.
In 2008 it was announced that the Bledisloe Cup would be contested over an unprecedented four matches, with three games played in Australia and New Zealand and a fourth and potentially deciding game in Hong Kong in an effort to promote the game in Asia (the first time Australia and New Zealand played in a third country outside the World Cup).[1] The Hong Kong match, which drew a crowd of 39,000 to see the All Blacks (which had already clinched the Bledisloe Cup) defeat the Wallabies 19–14,[2] proved to be a financial success for the two unions, generating a reported £5.5 million.[3] Even before the match, the two countries' rugby federations were considering taking Cup matches to the United States and Japan in 2009 and 2010. Japan hosted a fourth Bledisloe Test match on 31 October 2009. Each team is expected to clear at least A$3.8 million/NZ$5 million from the Tokyo match.[4] However a 2010 fourth match was set in Hong Kong and has struggled to attract crowds.[5]
The three-match format for the Bledisloe Cup continued in 2012, with the first two matches taking place as part of the 2012 Rugby Championship.
Results[edit]
Year
Date
Venue
Home
Score
Away
Trophy
Winner
2017 21 October Lang Park, Brisbane Australia 23–18 New Zealand
26 August Forsyth Barr Stadium, Dunedin New Zealand 35–29 Australia
19 August Stadium Australia, Sydney Australia 34–54 New Zealand
2016 22 October Eden Park, Auckland New Zealand 37–10 Australia
27 August Westpac Stadium, Wellington | New Zealand 29–9 Australia
20 August Stadium Australia, Sydney | Australia 8–42 New Zealand
2015 15 August Eden Park, Auckland New Zealand 41–13 Australia
8 August Stadium Australia, Sydney Australia 27–19 New Zealand
2014 18 October Lang Park, Brisbane Australia 28–29 New Zealand
23 August Eden Park, Auckland New Zealand 51–20 Australia
16 August Stadium Australia, Sydney Australia 12–12 New Zealand
2013 19 October Forsyth Barr Stadium, Dunedin New Zealand 41–33 Australia
24 August Westpac Stadium, Wellington New Zealand 27–16 Australia
17 August Stadium Australia, Sydney Australia 29–47 New Zealand
2012 20 October Lang Park, Brisbane Australia 18–18 New Zealand
25 August Eden Park, Auckland New Zealand 22–0 Australia
18 August Stadium Australia, Sydney Australia 19–27 New Zealand
2011 27 August Lang Park, Brisbane Australia 25–20 New Zealand
6 August Eden Park, Auckland New Zealand 30–14 Australia
2010 30 October Hong Kong Stadium, Hong Kong Australia 26–24 New Zealand
11 September Stadium Australia, Sydney Australia 22–23 New Zealand
7 August Lancaster Park, Christchurch New Zealand 20–10 Australia
31 July Docklands Stadium, Melbourne Australia 28–49 New Zealand
2009 31 October National Stadium, Tokyo New Zealand 32–19 Australia
19 September Westpac Stadium, Wellington New Zealand 33–6 Australia
22 August Stadium Australia, Sydney Australia 18–19 New Zealand
18 July Eden Park, Auckland New Zealand 22–16 Australia
2008 1 November Hong Kong Stadium, Hong Kong New Zealand 19–14 Australia
13 September Lang Park, Brisbane Australia 24–28 New Zealand
2 August Eden Park, Auckland New Zealand 39–10 Australia
26 July Stadium Australia, Sydney Australia 34–19 New Zealand
2007 21 July Eden Park, Auckland New Zealand 26–12 Australia
30 June MCG, Melbourne Australia 20–15 New Zealand
2006 19 August Eden Park, Auckland New Zealand 34–27 Australia
29 July Lang Park, Brisbane Australia 9–13 New Zealand
8 July Lancaster Park, Christchurch New Zealand 32–12 Australia
2005 3 September Eden Park, Auckland New Zealand 34–24 Australia
13 August Stadium Australia, Sydney Australia 13–30 New Zealand
2004 7 August Stadium Australia, Sydney Australia 23–18 New Zealand
17 July Westpac Stadium, Wellington New Zealand 16–7 Australia
2003 16 August Eden Park, Auckland New Zealand 21–17 Australia
26 July Stadium Australia, Sydney Australia 21–50 New Zealand
2002 3 August Stadium Australia, Sydney Australia 16–14 New Zealand
13 July Lancaster Park, Christchurch New Zealand 12–6 Australia
2001 1 September Stadium Australia, Sydney Australia 29–26 New Zealand
11 August Carisbrook, Dunedin New Zealand 15–23 Australia
2000 5 August Westpac Stadium, Wellington New Zealand 23–24 Australia
15 July Stadium Australia, Sydney Australia 35–39 New Zealand
1999 28 August Stadium Australia, Sydney Australia 28–7 New Zealand
24 July Eden Park, Auckland New Zealand 34–15 Australia
1998 29 August Sydney Football Stadium, Sydney Australia 19–14 New Zealand
1 August Lancaster Park, Christchurch New Zealand 23–27 Australia
11 July MCG, Melbourne Australia 24–16 New Zealand
1997 16 August Carisbrook, Dunedin New Zealand 36–24 Australia
26 July MCG, Melbourne Australia 18–33 New Zealand
5 July Lancaster Park, Christchurch New Zealand 30–13 Australia
1996 27 July Lang Park, Brisbane Australia 25–32 New Zealand
6 July Athletic Park, Wellington New Zealand 43–6 Australia
1995 29 July Sydney Football Stadium, Sydney Australia 23–34 New Zealand
22 July Eden Park, Auckland New Zealand 28–16 Australia
1994 17 August Sydney Football Stadium, Sydney Australia 20–16 New Zealand
1993 17 July Carisbrook, Dunedin New Zealand 25–10 Australia
1992 25 July Sydney Football Stadium, Sydney Australia 23–26 New Zealand
19 July Ballymore Stadium, Brisbane 19–17
4 July Sydney Football Stadium, Sydney 16–15
1991 24 August Eden Park, Auckland New Zealand 6–3 Australia
10 August Sydney Football Stadium, Sydney 21–12
1990 18 August Athletic Park, Wellington New Zealand 9–21 Australia
4 August Eden Park, Auckland 27–17
21 July Lancaster Park, Christchurch 21–6
1989 5 August Eden Park, Auckland New Zealand 24–12 Australia
1988 30 July Concord Oval, Sydney Australia 9–30 New Zealand
16 July Ballymore Stadium, Brisbane 19–19
3 July Concord Oval, Sydney 7–32
1987 25 July Concord Oval, Sydney Australia 16–30 New Zealand
1986 6 September Eden Park, Auckland New Zealand 9–22 Australia
23 August Carisbrook, Dunedin 13–12
9 August Athletic Park, Wellington 12–13
1985 29 June Eden Park, Auckland New Zealand 10–9 Australia
1984 18 August SCG, Sydney Australia 24–25 New Zealand
4 August Ballymore Stadium, Brisbane 15–19
21 July SCG, Sydney 16–9
1983 20 August SCG, Sydney Australia 8–18 New Zealand
1982 11 September Eden Park, Auckland New Zealand 33–18 Australia
28 August Athletic Park, Wellington 16–19
14 August Lancaster Park, Christchurch 23–16
1980 12 July SCG, Sydney Australia 26–10 New Zealand
28 June Ballymore Stadium, Brisbane 9–12
21 June SCG, Sydney 13–9
1979 28 July SCG, Sydney Australia 12–6 New Zealand
1978 9 September Eden Park, Auckland New Zealand 16–30 Australia
26 August Lancaster Park, Christchurch 22–6
19 August Athletic Park, Wellington 13–12
1974 8 June 1974 SCG, Sydney Australia 6–16 New Zealand
1 June 1974 Ballymore Stadium, Brisbane 16–16
25 May 1974 SCG, Sydney 6–11
1972 16 September 1972 Eden Park, Auckland New Zealand 38–3 Australia
2 September 1972 Lancaster Park, Christchurch 30–17
19 August 1972 Athletic Park, Wellington 29–6
1968 22 June 1968 Ballymore Stadium, Brisbane Australia 18–19 New Zealand
15 June 1968 SCG, Sydney 11–27
1967 19 August 1967 Athletic Park, Wellington New Zealand 29–9 Australia
1964 29 August 1964 Athletic Park, Wellington New Zealand 5–20 Australia
22 August 1964 Lancaster Park, Christchurch 18–3
15 August 1964 Carisbrook, Dunedin 14–9
1962 22 September 1962 Eden Park, Auckland New Zealand 16–8 Australia
8 September 1962 Carisbrook, Dunedin 3–0
25 August 1962 Athletic Park, Wellington 9–9
4 June 1962 SCG, Sydney Australia 5–14 New Zealand
26 May 1962 Exhibition Ground, Brisbane 6–20
1958 20 September 1958 Epsom Showgrounds, Auckland New Zealand 17–8 Australia
6 September 1958 Lancaster Park, Christchurch 3–6
23 August 1958 Athletic Park, Wellington 25–3
1957 1 June 1957 Exhibition Ground, Brisbane Australia 9–22 New Zealand
25 May 1957 SCG, Sydney 11–25
1955 17 September 1955 Eden Park, Auckland New Zealand 3–8 Australia
3 September 1955 Carisbrook, Dunedin 8–0
20 August 1955 Athletic Park, Wellington 16–8
1952 13 September 1952 Athletic Park, Wellington New Zealand 15–8 Australia
6 September 1952 Lancaster Park, Christchurch 9–14
1951 21 July 1951 The Gabba, Brisbane Australia 6–16 New Zealand
7 July 1951 SCG, Sydney 11–17
23 June 1951 SCG, Sydney 0–8
1949 24 September 1949 Eden Park, Auckland New Zealand 9–16 Australia
3 September 1949 Athletic Park, Wellington 6–11
1947 28 June 1947 SCG, Sydney Australia 14–27 New Zealand
14 June 1947 Exhibition Ground, Brisbane 5–13
1946 28 September 1946 Eden Park, Auckland New Zealand 14–10 Australia
14 September 1946 Carisbrook, Dunedin 31–8
1938 13 August SCG, Sydney Australia 6–14 New Zealand
6 August Exhibition Ground, Brisbane 14–20
23 July SCG, Sydney 9–24
1936 12 September Carisbrook, Dunedin New Zealand 38–13 Australia
5 September Athletic Park, Wellington 11–6
1934 25 August SCG, Sydney Australia 3–3 New Zealand
11 August SCG, Sydney 25–11
1932 23 July 1932 SCG, Sydney Australia 13–21 New Zealand
16 July Exhibition Ground, Brisbane 3–21
2 July SCG, Sydney 22–17
By Year[edit]
For more details on this topic, see History of rugby union matches between Australia and New Zealand.
Media coverage[edit]
In Australia, the Bledisloe Cup was televised between 1992 to 1995 by Network Ten. Since 1996, Fox Sports has televised it. They jointly televised it with Seven Network between 1996 to 2010, Nine Network in 2011 and 2012 and Network Ten since 2013.
See also[edit]
Rugby union portal
Australia portal
New Zealand portal
History of rugby union matches between Australia and New Zealand
Laurie O'Reilly Cup
Rugby union trophies and awards
Notes[edit]
Jump up ^ "Hong Kong to host NZ v Australia". BBC Sport. 3 March 2008. Retrieved 2008-03-03.
Jump up ^ "Australia 14–19 New Zealand". BBC Sport. 1 November 2008. Retrieved 2008-11-08.
Jump up ^ "US & Japan may host Bledisloe Cup". BBC Sport. 31 October 2008. Retrieved 2008-11-08.
Jump up ^ AAP (1 July 2009). "Wallabies to take on All Blacks in Tokyo". The Roar. Retrieved 2016-07-18.
Jump up ^ "Rugby: Bledisloe test locked in for Hong Kong". Otago Daily Times. 13 September 2010. Retrieved 20 September 2011.

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The Legend of Zelda: Breath of the Wild
From Wikipedia, the free encyclopedia
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The Legend of Zelda: Breath of the Wild
Primary packaging artwork, depicting Link overlooking Hyrule's landscape
Developer(s)
Nintendo EPD
Publisher(s)
Nintendo
Director(s)
Hidemaro Fujibayashi
Producer(s)
Eiji Aonuma
Programmer(s)
Takuhiro Dohta
Kenji Matsutani
Hiroshi Umemiya
Artist(s)
Satoru Takizawa
Writer(s)
Akihito Toda
Composer(s)
Manaka Kataoka
Yasuaki Iwata
Series
The Legend of Zelda
Platform(s)
Nintendo Switch, Wii U
Release
WW: March 3, 2017
Genre(s)
Action-adventure
Mode(s)
Single-player
The Legend of Zelda: Breath of the Wild[a] is an action-adventure video game developed and published by Nintendo for the Nintendo Switch and Wii U video game consoles. The game is a part of The Legend of Zelda series, and follows amnesiac protagonist Link, who awakens from a hundred-year slumber to a mysterious voice that guides him to defeat Calamity Ganon before he can destroy the kingdom of Hyrule.
The title's gameplay and mechanics constitute a departure from the series' usual conventions, featuring an open-world environment, a detailed physics engine, high-definition visuals, and voice acting. Announced in 2013, the game was initially planned for release as a Wii U exclusive in 2015, but was delayed twice prior to its release on March 3, 2017. Breath of the Wild was a launch title for the Switch, as well as the final Nintendo-produced game for the Wii U.
Breath of the Wild received universal acclaim from critics, who deemed it to be one of the greatest video games of all time. Critics praised the game's open-ended, physics-driven gameplay that encourages player experimentation and exploration, with many calling it a landmark title in open-world game design, although minor criticism was directed at the game's technical performance at launch, which was improved through post-release updates. By the end of 2017, the Switch version of the game had sold over four million copies worldwide, making it the system's best-selling title.
Contents
[hide]
1 Gameplay
2 Plot
3 Development
3.1 Downloadable content
4 Promotion and release
5 Reception
5.1 Sales
5.2 Accolades
6 Notes
7 References
8 External links
Gameplay[edit]
See also: Gameplay of The Legend of Zelda series
The Legend of Zelda: Breath of the Wild departs from most games in The Legend of Zelda series, as it features an open-world environment, twelve times larger than the overworld in Twilight Princess, with less emphasis on defined entrances and exits to areas.[1] Similar to the original The Legend of Zelda, the player is placed into the game's world with very little instruction, and is allowed to explore freely at their own pace.[2]
Taking control of Link, players are able to freely explore Hyrule, with actions such as running, climbing, swimming, and gliding with a paraglider using up stamina. Unlike other games where Link obtains specific key weapons for permanent use, the player must procure various items from the environment, including melee weapons, bows, and shields, which break after excessive use. Many items have multiple uses; for example, wooden weapons can be set to light fires and shields can be used as makeshift snowboards, a practice known in-game as shield surfing. Players can also obtain various food and materials, such as meat from hunted animals, monster parts from defeated enemies, and valuable gemstones from ore reserves. By cooking various combinations of food or materials, the player can create meals and elixirs that can replenish Link's health and stamina, or provide temporary status bonuses such as increased strength or resistance against cold environments. Near the start of the game, Link obtains multiple rune powers that are installed onto his Sheikah Slate, which can also be used to mark waypoints on a map and take pictures. These include remote bombs, which come in cube and spherical forms; Magnesis, which can be used to manipulate metal objects; Cryonis, which forms ice blocks on watery surfaces; and Stasis, which temporarily stops objects in time, during which the player can build up kinetic energy which is released once time resumes.[3][4][5] Players will need to be cautious of environmental climate and changes in the weather; for example, cold environments will damage Link unless he wears warm clothing or eats spicy food, while lightning will become attracted to metal objects during thunderstorms.[6]
Spread throughout Hyrule's overworld are towers and shrines, activating either of which adds waypoints that the player may warp to at any time. Activating towers adds the surrounding territory to the player's map, although specific location names are not added until the player explores that area for themselves. Shrines mostly replace the series' traditional dungeons, instead consisting of smaller challenges ranging from puzzle solving to battles against robotic opponents, with some shrines requiring a puzzle to be solved on the overworld to enter. Clearing these shrines earns Spirit Orbs, which can be traded at various Goddess statues for additional heart containers or an expanded stamina wheel.[7] In addition to these 120 shrines are four Divine Beasts which require the triggering of four switches.[8] Also scattered across the overworld are various small puzzles that reveal the hiding places of Koroks. Solving these puzzles earns Korok Seeds, which can be traded in to expand inventory size for weapons, shields, and bows.[9] Players may also scan Amiibo figures to add items into the game, including Link's horse Epona and Wolf Link from Twilight Princess.[10][11] If the player fulfills certain conditions, they are able to unlock an alternative ending of the game.[12]
Plot[edit]
Since time immemorial, legends have recorded the conflicts between the kingdom of Hyrule and Calamity Ganon, an ancient evil. Each time Ganon appeared, he was defeated by a princess descended from the Goddess Hylia alongside the hero who is her champion. One of these legends occurred long ago in ancient times.[13] During these ancient times, Hyrule was at peace as an advanced civilization. Using their knowledge of technology, they decided to prepare themselves for Ganon's return by creating machines; they created four massive animal-like machines called the Divine Beasts, as well as an army of autonomous, mechanical soldiers called Guardians.[14] Upon Ganon's return, four great warriors were given the titles of champions and tasked with piloting the Divine Beasts, who unleashed a direct attack on him, while the princess and her hero used the Guardians to protect them so the hero could strike Ganon down with the Master Sword, and the princess used her inherited power to seal Ganon away.[15]
10,000 years later, the kingdom of Hyrule had reverted to a medieval state.[16] Upon reading the prophecies their ancestors had left behind, they learned the signs of Ganon's return and recovered the Divine Beasts and Guardians after excavating land throughout the kingdom.[17] Key members of Hyrule's various races—Daruk, a warrior of the mountainous Goron, Mipha, a princess of the aquatic Zora, Revali, the most skilled archer among the bird-like Rito, and Urbosa, the chief of the desert-dwelling Gerudo—were assembled to pilot the Divine Beasts as the new champions, while Princess Zelda and Link, her appointed knight, attempted to stop the evil using the same strategy as their ancient predecessors.[18] However, Ganon appeared from beneath Hyrule Castle and took control of the Guardians and Divine Beasts, turning them against Hyrule. In the "Great Calamity" which followed, the king, champions, and everyone in the Castle were killed, the castle town was destroyed, and Link was gravely wounded defending the princess; the entire kingdom was utterly devastated.[19] However, Zelda survived and, after having Link taken to safety, faced Ganon alone, using her magic to restrain him within the castle walls.[20]
In the present day, 100 years later, an amnesiac Link awakens from within the Shrine of Resurrection. A mysterious female voice guides him to the now ruined kingdom of Hyrule where he meets an old man who, after helping Link adjust to the ruined world, reveals himself to be the restless spirit of King Rhoam, the last King of Hyrule. The king explains to Link that Ganon has been sealed in Hyrule Castle for one hundred years, and that his awakening was guided by Princess Zelda, but Ganon has continued to grow in power, and the king pleads for Link to defeat him before he breaks free and destroys the world.[21]
Link goes to Zora's Domain, Goron City, Rito Village, and Gerudo Town, regaining his memories of the champions as each member of the respective races helps him board each of the Divine Beasts to purge the machines of the monsters that Ganon had created to kill the champions. The champions' spirits are released along with their Divine Beasts, and after offering their powers to Link they pilot them once again, preparing them to attack Ganon once Link storms Hyrule Castle. As Link travels the world, he also comes across key areas that he and Zelda traveled to in the past, eventually regaining all his memories. After obtaining the Master Sword from the Lost Woods, Link defeats Ganon with help from the Divine Beasts, but Ganon survives and manifests himself in his true form: an ethereal monster of pure hatred and malice called Dark Beast Ganon. Using Light Arrows provided by Zelda, Link defeats Ganon and Zelda destroys him with the last of her divine power, restoring peace to Hyrule and allowing the spirits of King Rhoam and the champions to finally depart. In the epilogue, Zelda, while noting that Ganon is gone for the time being, realizes that Hyrule must be rebuilt and that she and Link must begin the process themselves.[22]
Development[edit]
With Breath of the Wild, Zelda series producer Eiji Aonuma sought to rethink series conventions.
On numerous occasions, The Legend of Zelda series producer Eiji Aonuma has reiterated the development team's focus on "rethinking the conventions of Zelda",[23][24] an idea that first prompted the change in the series' gameplay style to nonlinear, open-world, and objective-based gameplay in 2013's A Link Between Worlds, reminiscent of the original The Legend of Zelda.[25] At E3 2014, Aonuma said one of the ways he wanted to alter the norms of Zelda was by reforming dungeons and puzzle solving, two major gameplay elements in the series.[26] Aonuma also stated that the story of the game is entirely optional, and that it is possible for players to reach the end of the game without progressing through it.[27]
Prior to creating the final game, which uses a modified version of the Havok physics engine, the developers designed a playable two-dimensional prototype similar to the original Zelda to experiment with physics- and chemistry-based puzzles.[28] At the 2017 Game Developers Conference, Fujibayashi, technical director Takuhiro Dohta, and art director Satoru Takizawa held a presentation titled "Change and Constant – Breaking Conventions with The Legend of Zelda: Breath of the Wild", during which they demoed the prototype.[28][29]
The title was originally built and demonstrated with touchscreen features for the Wii U, but the developers found that looking away from the main screen distracted from the game. The features were removed when the game moved to tandem development across the Wii U and Nintendo Switch.[30] The Wii U GamePad also affected the game's animations. Though the series protagonist Link is canonically left-handed, he is right-handed in the game to match the GamePad's control scheme, which has its sword-swinging buttons on its right side.[31] The Switch version performs better than the Wii U release when docked to a television, though when undocked, both run at the same resolution. The Switch version also has higher-quality environmental sounds.[32][33] On the game's art style and direction, Aonuma stated that it was inspired by gouache and en plein air art to help identify the vast world.[34] Monolith Soft, the developer of the similarly open-world Xenoblade Chronicles series, assisted with the game's topographical level design, which was based on Kyoto, the hometown of game director Hidemaro Fujibayashi.[35][36][37]
The game marks the first time that cutscene voice acting appears in a main Zelda title, although Link remains voiceless. Aonuma was affected by the first time he heard a character with a human voice in-game, and wanted to leave a similar impression on players.[38] The team decided to record voiceovers for all cutscenes instead of only the key scenes, as originally planned.[39][40] Nintendo provided voiceovers and subtitles in eight languages. Initially players were not able to mix and match, for instance, Japanese voice-over with English subtitles;[41] however, Nintendo released an update in May 2017 that allowed players to choose the voice-over language.[42] Coinciding with the game's launch in Taiwan and South Korea in early 2018, Nintendo will introduce a patch worldwide to add traditional and simplified Chinese and Korean text languages to the game.[43][44][45]
The game's original score was composed by Manaka Kataoka, who had previously worked on the series with The Legend of Zelda: Spirit Tracks,[46] and Yasuaki Iwata, a relative newcomer at Nintendo who had only worked on two previous games for the company.[47][48] The soundtrack was primarily written by and based around the piano, with an ambient focus in mind instead of a more melodic one, which was a first for the series. According to sound director Hajime Wakai, this helped add "authenticity" to the game's environments and scenery, and was taken on as a challenge by the sound team.
After a development period of five years, the game went gold on February 3, 2017, with Nintendo holding an event celebrating it.[49]
Downloadable content[edit]
Breath of the Wild is set to receive two expansion packs of downloadable content (DLC): The Master Trials and The Champions' Ballad, bundled together as a singular expansion pass.[50] Those who purchase the expansion pack immediately unlock three in-game treasure chests they can find with items including an exclusive Nintendo Switch shirt.[51]
The Master Trials adds new gameplay modes, features, and items. In the Trial of the Sword challenge, Link fights through around 45 successive rooms of enemies, and must finish each room before proceeding. The character begins with no armor or weapons, but is ultimately rewarded with a perpetually glowing Master Sword that does not break if they are able to complete it. The pack also adds an option to play the game at a higher difficulty level, which raises the ranks of Link's enemies and adds ranks that do not exist in the normal game. The mode's enemies are more perceptive when Link sneaks near them and will slowly regenerate health in battle. New floating platforms throughout the land offer enemies to battle and treasure to collect as a reward. The pack's Hero's Path feature draws the player's path through the map on the game's map, which was designed to help players determine places they have not visited. The player can also find the pack's hidden Travel Medallion to save Link's current position as a single waypoint to which the player can transport Link at any time. New items include the Korok Mask, which helps the player find Korok locations, and other themed cosmetics related to previous Zelda games.[52] The pack was released on June 30, 2017.[50]
The Champions' Ballad is due to release in late 2017. It will add a new dungeon, original story, new gear, and additional challenges to the game.[51][53][54]
Promotion and release[edit]
The booth for the game at Gamescom 2016
Aonuma announced a new entry for Nintendo's Wii U console in January 2013 during the company's regular online presentation. The game, he continued, would challenge the series' conventions, such as the requirement that players complete dungeons in a set order.[2][55] The next year, Nintendo introduced the game's high-definition, cel-shaded visual style with in-game footage at its June 2014 Electronic Entertainment Expo (E3) press event.[56][57] Once planned for release in 2015, the title was delayed early in the year and did not show at that year's E3.[58][59] Zelda series creator Shigeru Miyamoto reaffirmed that the title was still set for release on the Wii U, despite the development of the console that would be called the Nintendo Switch.[60] The title received another delay in April 2016 due to issues with its physics engine. With its new 2017 release date, the game would launch for both the Wii U and Switch consoles simultaneously on March 3, 2017.[61] Nintendo let attendees play the game's Wii U version at E3 2016,[62] where they also announced its subtitle, Breath of the Wild.[63]
At a Nintendo Switch presentation in January 2017, Nintendo provided a new trailer announcing that the game would be released as a launch title for the Switch.[64] The Switch version of the game was available in limited "Special Edition" and "Master Edition" bundles, which both included a Sheikah Eye coin, a Calamity Ganon tapestry with world map, a soundtrack CD, and a themed carrying case for the Switch. The Master Edition also included a figurine based on the Master Sword.[65][66][67] Fils-Aimé stated that the game would be the final first-party title released for the Wii U.[68]
Reception[edit]
Reception
Aggregate score
Aggregator
Score
Metacritic (NS) 97/100[69]
(Wii U) 96/100[70]
Review scores
Publication
Score
Destructoid 10/10[71]
Edge 10/10[72]
EGM 9.5/10[73]
Eurogamer [74]
Famitsu 40/40[75]
Game Informer 10/10[76]
Game Revolution [77]
GameSpot 10/10[78]
GamesRadar [79]
Giant Bomb [80]
IGN 10/10[81]
Nintendo Life [82]
Nintendo World Report 9.5/10[83]
Polygon 10/10[84]
VideoGamer.com 9/10[85]
The game's announcement was met with praise by fans and critics alike. CNET said that the showing of the game at the convention would "take your breath away".[86] IGN called the game "the open world Zelda we've always wanted",[21] and Engadget called it "Nintendo's next classic".[87] Sam Machkovech of Ars Technica praised the game's renewed emphasis on open-world exploration.[88] John Linneman of Eurogamer deemed it "Nintendo's most technologically ambitious project to date", but acknowledged that the Wii U's hardware sometimes had difficulty maintaining the targeted 30 frames per second during the game's E3 demo.[89] According to Brandwatch, a social media monitoring platform, Breath of the Wild was the most talked-about E3 2016 game on social media.[90]
Following its E3 demonstration, the game received several accolades from the Game Critics Awards,[91] as well as from IGN and Destructoid.[92][93] It was also listed among the best games at E3 by Eurogamer,[94] GameSpot,[95] and GamesRadar.[96][97] In late 2016, Breath of the Wild received two awards at Gamescom,[98] and won the award for Most Anticipated Game at The Game Awards 2016.[99] A week prior to release, Peter Brown of GameSpot deemed Breath of the Wild "a strong contender" for the best Zelda game.[100] Several reviewers noted the game's difficulty, with Arthur Gies of Polygon considering it the most challenging title in the series.[101]
Upon its release, critics universally acclaimed Breath of the Wild , with some calling the game a masterpiece[107] and one of the greatest video games of all time.[108][109] It holds the largest number of perfect reviews of any game on review aggregator Metacritic.[110][111][112] Jose Otero of IGN praised the game's combat and open world by calling it "a masterclass in open-world design", and "a wonderful sandbox full of mystery, dangling dozens upon dozens of tantalizing things in front of you that just beg to be explored."[81] GameSpot called it "the most impressive game" Nintendo had ever made, appreciating the way that it "takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game." The review declared that the game is "both a return to form and a leap into uncharted territory, and it exceeds expectations on both fronts."[78] Edge stated that "the magic of being given all the tools in the opening hour is the knowledge that the solution to any problem is already at your disposal, and you can always change tack." The publication praised the game world, saying that it is "an absolute, and unremitting, pleasure to get lost in". The publication awarded the game a perfect score, making it the 29th game (including retrospective perfect scores) to earn that score from the publication.[72] Breath of the Wild became the 24th game to receive a perfect score from Famitsu.[113] Entertainment Weekly stated that they thought Breath of the Wild was the best Zelda game of all time, also calling it "arguably Nintendo's greatest triumph".[103] Ars Technica praised the open world of the game, stating "After spending a week utterly immersed in Nintendo's open-world reimagining of the tried-and-true Zelda formula, it's hard to return to the more formulaic entries of the franchise's past."[114]
Reviewers lauded the game's sense of detail and immersion while criticizing it for its frame rate dips and low resolution of 900p.[115][116] Kotaku recommended playing the game without its on-screen minimap and indicators, in praise of the indirect cues that contextually indicate the same information, such as Link shivering when it's cold or waypoints visually appearing in the distance when using the scope.[115] Journalists commented on unexpected permutations of interactions between Link, villagers, pets, and enemies,[116][117][118] as well as a tribute to former Nintendo president Satoru Iwata, who died during the game's development.[116][119] These serendipitous moments proved popular on social media, according to Chris Plante of The Verge. He predicted that more open world games would abandon linear tasks in favor of Breath of the Wild's format, as game publishers would appreciate the free marketing.[120] Gaming journalist Jim Sterling was more critical of the game than most, giving it a 7/10 score. He criticized the difficulty, weapon durability, and general level design, but praised the game's variety of content and open-world mechanics.[121] Post-release updates later addressed some criticism regarding the game's technical performance and unstable frames per second (FPS) experienced at launch.[122][123][124]
The game's success sparked an increased interest in the Wii U emulator Cemu, as the emulator's developers rapidly updated the software to run the game at a smooth frame rate within weeks of its release.[125][126][127]
Sales[edit]
The game broke Nintendo's launch title sales records in multiple regions.[128][129] The game competed with the open-world title Horizon Zero Dawn in its launch week, which it outsold in Japan (around 200,000 copies).[130][131] While Breath of the Wild was only the second best-selling retail game in the UK in its week of release, selling less than Horizon, it was the third largest Zelda series release there, behind Wind Waker and Twilight Princess.[132][133] Nintendo reported that Breath of the Wild sold more than 1.3 million copies in the United States in March 2017, 925,000 copies of which were for the Switch version, attaining a 100% attach rate for the console.[134][135][136][137] It was also the second best-selling retail game in the US in March, only behind Tom Clancy's Ghost Recon Wildlands.[138] In its year-end report for the 2016 fiscal year which ended on March 31, 2017, Nintendo reported it had sold 3.84 million copies of Breath of the Wild worldwide. The Wii U version sold 1.08 million units and the Switch version sold 2.76 million units, surpassing the latter console's global sales of 2.74 million for the same period.[139] Nintendo's president Tatsumi Kimishima said that the attach rate of Breath of the Wild to the Switch was "unprecedented", and that "this momentum may lead to a new sell-through record for the entire The Legend of Zelda series".[140] By September 2017, total worldwide sales of the Switch version of the game exceeded 4.70 million, making it the system's best-selling title.[141][142]
Accolades[edit]
Year
Awards
Category
Result
Ref
2016 IGN's Best of E3 Best Adventure Game Won [92]
Best Wii U Game Won
Game of the Show Won
Destructoid's Best of E3 Best Action/Adventure Game Won [93]
Best of Show Won
Best Wii U Game Won
Game Critics Awards Best Action/Adventure Game Won [91]
Best Console Game Won
Best of Show Won
Gamescom 2016 Best of Gamescom Won [98]
Best Wii U Game Won
The Game Awards 2016 Most Anticipated Game Won [99]
2017 Japan Game Awards 2017 Games of the Year Won [143]
BBC Radio 1's Teen Awards Best Game Nominated [144]
Golden Joystick Awards Best Visual Design Pending [145]
Ultimate Game of the Year Pending
Notes[edit]
Jump up ^ Zeruda no Densetsu: Buresu obu za Wairudo (ゼルダの伝説 ブレス オブ ザ ワイルド) in Japanese
References[edit]
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Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. Impa: The history of the royal family of Hyrule is also the history of Calamity Canon, a primal evil that has endured over the ages. This evil has been turned back time and time again by a warrior wielding the soul of a hero and a princess who carries the blood of the Goddess. With the passage of time, each conflict with Ganon faded into legend. So listen closely as I tell you of this 'legend' that occurred 10,000 years ago.
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. Impa: Hyrule was then blossoming as a highly advanced civilization... the people thought it wise to utilize their technological prowess to ensure the safety of the land should Calamity Ganon ever return. They constructed... the divine beasts. They also built a legion of autonomous weapons called guardians.
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. Impa: The divine beasts were piloted by four individuals of exceptional skill from across the land. And thus, the plan to neutralize Ganon was forged... The princess and the hero fought alongside these four champions against this ancient evil. The guardians were tasked with protecting the hero, as the divine beasts unleashed a furious attack... And when the hero wielding the sword that seals the darkness delivered his final blow, the princess used her sacred power to seal away Calamity Ganon.
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. Princess Zelda's Research Notes: In the war against the Calamity 10,000 years ago... were the injuries so great as to necessitate such a facility?
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. King Rhoam: There was also a prophecy. 'The signs of a resurrection of Calamity Ganon are clear, and the power to oppose it lies dormant beneath the ground'. We decided to heed the prophecy and began excavating large areas of land.
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. King Rhoam: The princess, her appointed knight, and the rest of the champions were on the brink of sealing away Ganon... But Nay...
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. King Rhoam: [Ganon] seized control of the guardians and the divine beasts and turned them against us. The champions lost their lives. Those residing in the castle as well. The appointed knight, gravely wounded, collapsed while defending the princess. And thus, the Kingdom of Hyrule was devastated absolutely by Calamity Ganon.
Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. King Rhoam: However, the princess survived to face Ganon alone...
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Jump up ^ Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. Zelda: Although Ganon is gone for now, there is still so much for us to do. [...] I believe in my heart, that if all of us work together, we can restore Hyrule to its former glory. Perhaps... even beyond. But it all must start with us.
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Jump up ^ When docked, the Switch runs at 900p resolution, and when undocked, it runs at the screen's maximum 720p. The Wii U has the latter's maximum resolution. All versions run at 30 frames per second.[32]
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