If there's a system seller for the Nintendo Switch, it would be The Legend of Zelda: Breath of the Wild, which we're now hearing more details on.
During an interview with Eurogamer, veteran designer Eiji Aonuma - who has acted as the director, as well as the producer on each Zelda game since Ocarina of Time, and acts as a Godfather to the series, teased new details on Breath of the Wild.
The physics engine was a topic of discussion, where Aonuma said: "Another example of a challenge we faced was the physics engine. We wanted a consistent physics engine throughout the world that worked in a logical and realistic way. Actually implementing that was sometimes more complicated than it seemed. [For example], one day I picked up the latest build of the game and went to an area, and saw that all the objects that were supposed to be in that area weren't there. I was quite surprised and confused, and I realised after asking the programmer, the reason the objects weren't there was because the wind in-game had blown them all away". Amazing stuff, eh?
He added: "That's the kind of challenge we faced, making the physics engine realistic, but not to the extent that it would negatively impact things - striking a balance between realism and having it work within the game world".
Aonuma talked about the physics engine in Zelda: Breath of the Wild being a major development for the franchise, opening up the door to new opportunies. He continued: "I really think the implementation of this physics engine is a major development for the Zelda series. The way the physics engine underpins everything in the world really offers up a lot of new possibilities. For instance, in Breath of the Wild you might have a puzzle where making use of the physics, there'll be various ways you can solve that puzzle. That really opens up a lot of possibilities so there's not just one way to progress in the game or just one way to solve a puzzle".
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