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The Wild Age Game



Start every game by finding chests. Remember there are forests on both sides of your settlement and chests can spawn on either side. Normally two chests will spawn at the beginning of the game, so be on the lookout for two chests before you start building you settlement.




The Wild Age Game



There are many ways to spend your coins in The Wild Age. You can hire builders to repair walls and construct new buildings. You can hire woodsmen to chop down trees for profit. However, the most important workers in your settlement are archers. They are your only source of defense against incoming goblin raids. On top of that, archers gain coins for you by hunting animals. Prioritize archers early on in the game to give you protection against goblin raids and a steady supply of coins.


The walls are the most important building in your settlement. If a goblin attack gets through, you will lose settlers, coins and possibly even the game. After you have enough settlers to get a steady amount of coins coming through, build walls around your settlement as soon as possible. Furthermore, you should upgrade your walls as often as you can. Stronger walls means more time for your archers to shoot down attacking goblins.


Canadian-born Limarc is a freelance journalist specializing in video games and pop culture, as well as an aspiring novelist. He spends most of his time reviewing game titles, writing guides and, of course, exploring Japan. He currently works as a content writer for an AI company in Tokyo.


Join the struggle that brought Hyrule to its knees. Learn more about Zelda, the four Champions, the King of Hyrule and more through dramatic cutscenes as they try to save the kingdom from Calamity. The Hyrule Warriors: Age of Calamity game is the only way to see firsthand what happened 100 years ago.


What was the decision process like when you determined you wanted to make a second Hyrule Warriors game that also serves as a prequel to Breath of the Wild?Aonuma: We weren't able to depict the Great Calamity in BotW, but [Breath of the Wild director Hidemaro] Fujibayashi-san wanted to find a way to bring those events to life. Development on this project started when he got together with Hayashi-san from Koei Tecmo Games, who was interested in bringing the experience gained from working on Hyrule Warriors into a subsequent project, and we recognized the value of creating this new game.


Since this story plays directly into the stories on the mainline Zelda games, what kind of communication exists between the development team of Hyrule Warriors: Age of Calamity and the development team behind the mainline Zelda franchise?Aonuma: The actual planning came from the Zelda team, and they were able to collaborate closely with the Warriors team on details ranging from design to story to graphics knowhow during development. And of course, the Warriors team brought all their creativity and knowhow to bear when integrating Warriors gameplay into the world of BotW.Matsushita: To ensure that the game inherited the look and tone of BotW, we asked the Zelda team to review every detail of what we made. They consistently suggested ways to make the game exponentially more fun, while simultaneously showing great respect for the ideas the Warriors team had for this game as an action game.


What lessons were learned from the original Hyrule Warriors game that have been applied to Age of Calamity?Aonuma: A lot of the direction for how we integrate the Zelda setting and its rewarding gameplay into the Warriors systems came from our prior experience with Hyrule Warriors, but we encountered new challenges this time when deciding how to integrate the open-world systems of BotW into the stage-based design of Warriors. Basically, instead of changing the stage-by-stage structure of the game, we designed each stage to be more three-dimensional (with height or interconnected terrain) to create the feel of a more expansive world than before.Hayashi: The previous game was a challenge in terms of incorporating the concepts of one game into a different game, and we went through a lot of trial and error on the ground. As a development team, we had a number of things that we weren't able to achieve or would've done differently in hindsight. We didn't need to repeat that trial and error for Age of Calamity, and I think that allowed us to allocate those resources towards increasing the quality of the game.Matsushita: Once we knew the game would be set during the Great Calamity, we had a clear goal for all the key elements to incorporate into gameplay. We could bring in the evolved forms of systems from previous games, such as using items to defeat enemies or the Weak Point Gauge.


What characters did the team enjoy implementing into this game the most?Aonuma: When I saw characters like the Champions and Zelda, who only appeared in the cutscenes in BotW, fighting alongside of Link, I simply felt, "It's so nice to have allies," and I was also surprised to see how Impa and Purah looked 100 years ago. Anyways, what I didn't even imagine when we were working on BotW is now developed as a fun game. I don't want to spoil anything here, but there is some story twists and playable characters that will excite players, so please look forward to it.Hayashi: As Mr. Aonuma said, the roster of playable characters would be a spoiler, so we'd like players to discover that for themselves. But as far as the story is concerned, for me it was Impa. She's a character I really like because she brings a sense of realism to the span of a hundred years.


With the music of Breath of the Wild being much more subtle than other Zelda titles, how did the Age of Calamity team go about reimagining the music to be high-energy, adrenaline-fueled songs that are appropriate for such massive battles?Aonuma: In the previous Hyrule Warriors, their daring introduction of "rock" style elements in the world of Zelda as well as their arrangements of the original score did surprise even Nintendo's composers. So we expected them to have similar creativity in this title as well. The musical arrangements for this game don't have quite as obvious of a stylistic bend as the previous Hyrule Warriors, so it sounds similar to the original BotW at first. However, if you listen carefully, the composers have exquisitely arranged each piece to match the concept of the scene, and I think one of the appealing things about the music in this game is enjoying the differences from the original.Hayashi: The audio concept for Age of Calamity is completely different from the previous Hyrule Warriors. It's based on the idea that this is a Breath of the Wild Warriors, rather than Hyrule Warriors 2, and it really emphasizes the feel of the battlefield. We took on the challenge of creating various arrangements while maintaining a sense of Breath of the Wild, so please enjoy the music along with the gameplay.


Hyrule Warriors: Age of Calamity is available now on Switch. To learn more about the game, check out our review. For more on the announced sequel to Breath of the Wild, check out our E3 2019 discussion with Aonuma on that subject.


Promising an expansive land to explore, an epic story to discover, and over 100 puzzle based, dungeon-like "shrines" you can approach in whatever order you see fit, Breath of the Wild is a game you can lose yourself in for hours at a time. As an open world game, players have a lot of freedom here, and how you spend your time with it will likely depend on what floats your boat.


If you're here for the traditional Zelda experience - a strong story - there's just over a dozen story quests to complete, each of which gets you that little bit closer to your showdown with Calamity Ganon. Completionists will love the game's photo mode, which asks you to track down and take pictures of every single type of monster, animal, flower, item, treasure and weapon in the game - a figure which totals nigh on 400 photos if you want to snap 'em all. Those looking for puzzles can explore Hyrule, searching for the elusive, puzzle based shrines, where they can test their wits against a brief five minute challenge that usually involves either some kind of physics (rolling a ball, using a piston to catapult a bomb), or one of your handful of special powers.


First up is the Stamina system, which limits the amount of physical activity Link can do at any one time. Rock climbing, sprinting, gliding, and even swimming all drain your Stamina meter, with some draining it in only a few seconds (like sprinting), while others, like climbing, can be a lot harder to judge. Either way, you'll need to think long and hard before you start scaling a wall, scouting out any potential rest spots where you may be able to pause and get your breath back. Similarly, you need to be careful not to try and cross a stream if your Stamina starts dropping too fast, as if you run out of Stamina while swimming, you'll drown. The changing weather in-game makes things even more complex, as rain makes steep surfaces (like most cliffs and hills) all but unclimbable, meaning if it starts raining while you're halfway up a cliff, you'll need to either find another way around, or simply sit it out and wait for the storm to pass.


Even getting health isn't quite straightforward. While on older Zelda games, defeating enemies would drop hearts that would heal you, in Breath of the Wild, the only way to get health back is to eat the things you find on your journey. As most enemies don't drop edible items, you'll have to regularly head off the beaten track in search of apples, fruits, or even spicy peppers to ensure you have a stock of items that can heal you. Even then, there are several types of enemies roaming the land that can kill you a single hit, along with random boss-type creatures that pop up and attack with little warning - luckily, you can sprint away from most of them. 2ff7e9595c


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