As Zelda devs experimented with contraptions that made Tears of the Kingdom great, director realized Breath of the Wild had unused potential: "That's why I thought a sequel would be a good idea"
Nintendo hoped to make the 2017 gem "even better"
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
After Breath of the Wild soared the charts and took fans by storm with its sheer capacity for creativity, Nintendo realized there was still some untapped potential – and that's how Tears of the Kingdom came about, according to the now-beloved games' leads.
Speaking in a recent interview with Polygon, producer Eiji Aonuma recalls when Breath of the Wild first launched. Folks were surprisingly creative with how they approached its world, and this showed developers that the new "style" of Zelda game worked – and it worked well.
"After we released the game and saw what people were doing with it, we realized that this was the right direction to head in," he admits. "We saw that people were exploring how to play."
Director Hidemaro Fujibayashi expands on this thought, explaining how devs themselves were using Breath of the Wild to birth fresh concepts for in-game construction and tools (think the Zonai abilities, like Ultrahand).
"After completing Breath of the Wild, we were using the same development environment, coming up with new ideas using those same tools," describes the lead, going on to detail some of their process.
"There were these gears that moved on their own, so we tried attaching them to a board, and we realized you could make a car. Another thing you could do is create four boards to create a tube and use the remote control bomb to create a cannon to make objects fly."
It was this sort of experimentation that inspired Fujibayashi and fellow devs to improve upon Breath of the Wild with a sequel and create Tears of the Kingdom.
"We thought there was a lot of potential even just using what was already in Breath of the Wild," as the director says. "That's where I came up with the idea that we could continue to make Breath of the Wild even better. That's why I thought a sequel would be a good idea."
He concludes that, "In that sense, Aonuma and I were aligned." Both devs wanted to take the foundation Breath of the Wild laid out to the next level with a follow-up title.
I'd argue they definitely did so, and then some. I mean, just look at some of the creations we got out of Tears of the Kingdom. There's the fan who recreated a Metal Gear Solid 2 aircraft, for instance – and that's only the tip of the iceberg, really.
Searching for more to enjoy after Tears of the Kingdom? Here are some of the most exciting upcoming Switch 2 games to look forward to and wishlist now.
Weekly digests, tales from the communities you love, and more

After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.


