Editor’s Note: This is the GameSentral Rewind, a daily recap of the top gaming headlines.
Spencer: Project Scorpio won’t benefit those without 4K TV
According to Microsoft Head of Xbox Phil Spencer, Project Scorpio was designed with 4K televisions in mind.
According to a Spencer interview with Eurogamer, those who don’t have a 4K display should buy an Xbox One S, “because Scorpio is not going to do anything for you.”
“Scorpio is designed as a 4K console, and if you don’t have a 4K TV, the benefit we’ve designed for, you’re not going to see.”
-Phil Spencer, Head of Xbox
Spencer also emphasized that fans can still opt for the more powerful model when it launches last year, but there’ll be no benefits until you purchase a 4K TV.
“Clearly, you can buy Scorpio, and if and when you decide you want to buy a 4K television to take advantage of the increased performance, obviously the console will be ready for you.
“I would say, price point is important, compatibility is critically important. We looked at 4K… talked to creators about the work they were doing on PC in order to hit a true 4K gaming experience, and six teraflops is what we needed to go hit, so we designed for that.”
Bethesda: Two upcoming games as big as Skyrim, Fallout
Pete Hines, Bethesda’s vice president of public relations and marketing, has confirmed that two of the developer’s upcoming projects will be undertakings comparable in scope to Fallout and Skyrim.
“[Todd Howard] said for sure that he’s got two other projects. I’m just making sure folks understand, like, that doesn’t mean he’s going to spit out a DLC and another DLC and we’re head faking. Like, I need folks to understand that we’re talking about big games like a Skyrim and a Fallout 4 and a Fallout 3 and those don’t just happen.
“The studio has two major projects, two major games that they are planning on doing before they get to an Elder Scrolls 6.”
-Pete Hines, Bethesda vice president of public relations & marketing
Zelda: Breath of the Wild can be beaten without completing the story
According to The Legend of Zelda: Breath of the Wild series producer Eiji Aonuma, players can reach the game’s end goal without experiencing the game’s entire story.
“Users may not actually get the full story depending on how they play this game and how they strategize and solve puzzles.”
-Eiji Aonuma, The Legend of Zelda: Breath of the Wild series producer
According to Aonuma’s interview with Polygon, players will be “able to go to the very end goal without revealing why Link woke up the way he did and where he did.”
According to Aonuma, players will be given the freedom to take on the final boss immediately after the game’s opening sequence, but was careful to point out that he doesn’t recommend this approach to those looking for the best experience.
“Anybody who can go straight to the goal without doing anything else [is either a] really good gamer [or] somebody that’s a little crazy.”
Aonuma emphazied that completing the game in this way isn’t possible, because the team “created the game like that” and “might be fun for fans to compete in a challenge for who can clear it first.”
The Legend of Zelda: Breath of the Wild will launch for Nintendo NX and Wii U sometime next year.
Kojima reveals more Death Stranding details
Hideo Kojima has revealed the first details about his new studio’s debut game Death Stranding.
According to Kojima in an interview with IGN, Death Stranding will be a recognizable action game for those familiar with the genre, but with a twist.
“Metal Gear was an action game, but it was an action game where you happened to be hiding. These was no genre for that back then, and now it’s classified as a stealth game. In that regard, Death Stranding will also be an action game, but I want to make something new, something different.
“People that play [action] games will be able to pick it up easily. After that, like two-three hours into the game, they will start feeling like ‘okay, this is something different, this is something new.’”
-Hideo Kojima, Death Stranding developer
The game’s E3 2016 reveal trailer hinges on “the idea of life and death being connected to each other,” according to Kojima.
“Animals are connected with each other, people are connected to each other, so many things are connected.”
However, a short story by Kobo Abe conveys one of Death Stranding’s strongest themes.
“In this short story, Abe states that the first tool mankind created is a stick. He states that the stick is the first tool that mankind created to put distance between himself and bad things – to protect himself. He states that the second tool mankind created is a rope. A rope is the tool used to secure things that are important to you.”
Kojima then makes a parallel to the trailer’s umbilical cord, and the rope-like cords hanging from the game’s title.
“Most of your tools in action games are sticks. You punch or you shoot or you kick. The communication is always through these ‘sticks.’ In [Death Stranding], I want people to be connected not through sticks, but through what would be the equivalent of ropes… But of course you will be able to use the sticks too.”