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  1. Games
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  3. The Legend of Zelda: Tears of the Kingdom

Tears of the Kingdom dev describes utterly chaotic Ultrahand development: "It broke! It went flying!"

News
By Jordan Gerblick published 22 March 2024

"I would hear things like, 'It broke! It went flying!' And I'd respond with, 'I know! We'll deal with it later!'"

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The Legend of Zelda: Tears of the Kingdom
(Image credit: Nintendo)
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The Legend of Zelda: Tears of the Kingdom gives players an unprecedented amount of freedom by letting them attach objectives to each other using the Ultrahand, and the process of developing such an intricate system and having it feel polished was no easy task.

During Nintendo's Tears of the Kingdom panel at GDC (thanks, IGN), physics programmer Takahiro Takayama gave a description of the general mood in the studio while the Ultrahand was being developed, and it sounds utterly chaotic. Even before the Ultrahand was in active development, Takayama knew there would be a long road ahead getting it right.

"When I first saw the prototype, I was excited that this was going to be a great game, but this was going to be very, very difficult," Takayama said. "I said to myself, 'Are we really doing this?'"

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"I would hear things like, 'It broke! It went flying!' And I'd respond with, 'I know! We'll deal with it later!'" Takayama added.

That sounds a lot like the vibe in my living room when I'm attaching a rocket to a platform while fighting off Bokoblins and it blasts off in the opposite direction of where I'd planned and crashes and sinks into a river.

Per IGN, Takayama added that Nintendo fixed most of the issues it was facing early on with the Ultrahand simply by making literally every object physics-based, which made them simulate the real-world behavior of objects and environments and react to gravity, collisions, friction, and so-forth. But until that point, it sounds like things were pretty wild.

There's a reason Tears of the Kingdom is one of the best Switch games to play today.

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CATEGORIES
Nintendo Switch Platforms Nintendo
Jordan Gerblick
Jordan Gerblick
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Staff Writer

After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.

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