The most recent issue of Nintendo Dream magazine features an interview with Koei Tecmo producer Yosuke Hayashi regarding Hyrule Warriors: Age of Calamity. The interview has been translated thanks to PushDustin , can can be read below.

– Hayashi wanted players to enjoy playing through the story, as AoC is the first Musou game with an emphasis on story
– for creating the concepts of the 4 Champions, the team listed concepts for the Zelda team
– none of these concepts were shot down.
– the fighting style of the Champions was inspired by some of their battle scenes in Breath of the Wild
– Revali’s playstyle was inspired by the weapons they left Link
– the diaries/memories in BoTW also helped guide the team in creating the concepts
– the Zelda team was helpful in adjusting Koei Tecmo’s concepts and getting the feeling of the Champions right
– Daruk was originally slower, as it’s common to have a heavy character in Musou games
– this didn’t feel right for the character though, so they decided to add the Magma attacks mid-development
– the Paraglider for Daruk was difficult to get right
– each character originally used the same paraglider, but they changed this to make things better suited to each person
– with Mipha, the team started off with her weapon as a base, and then added her special abilities to it
– the team wanted the 4 Champions to be easy to pick up and play
– for the Trident, Mipha was made before Link’s Trident move set
– It was important to make every character true to the source materia
– the concept for Revali was flight, and it took the team several times to get this right
– the Sheikah items can be used in mid-air as well, and is different than using it on the ground
– Urbosa’s special action is being able to charge lightning, and the team jokes it like charging a smartphone
– Impa’s feeling was “Tricky”, Zelda was “Magician”, and both Link and Urbosa were “Orthodox”
– Urbosa’s playstyle is probably the most straight forward of the 4 Champions
– Urbosa is very popular in North Americ
– Hestu was one of the first characters decided and the whole team was for his inclusion
– the theme was for Hestu to use Koroks and to dance
– the team had issues with Hestu’s size, which is why they decided to make his head semitransparent to aid the player
– Maz Koshia was decided at the very start of development to represent the 120 Monks in BoTW
– since Maz Koshia was the final boss of the DLC, the team felt he would be the most memorable
– the team felt that Hestu and Maz Koshia would appear naturally during the events 100 years prior to BoTW
– for Maz Koshia’s moveset, the team used the idea of having the gimmicks inside the shrines as his basis
– getting the voice for Maz Koshia was tough, and they worked closely with the Zelda team to ensure he was still mysterious

 

 

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