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Hyrule Warriors: Age of Calamity Flurry Rushes Through 4 Million Sales

Koei Tecmo gave their fans a sales update about their Zelda-themed musou title Hyrule Warriors: Age of Calamity, detailing the title has pushed through 4 million sales and bound to ensure a sequel later on down the line.

Koei Tecmo posted a tweet announcing that Age of Calamity passed 4 million global digital and physical sales:

Taking place in a new split in the Breath Of the Wild timeline, the white guardian Terrako goes back in time to warn the heroes about the coming Calamity.

3.7 million sales were made in March 2021, 3.5 million in December 2020, and 3 million copies within its launch week, making the title the best-selling crossover musou title in Koei Tecmo’s lineup.

One of the more astonishing aspects of the game involved the developers having trouble with the grass, and even with Nintendo’s help, it took half of the development time to finish it:

Matsushita: Initially the plan was to go with something a little different, but it ultimately ended up being quite a faithful reproduction. The atmosphere of BotW’s world really made its way onto the battlefield. With that said, there were also parts we inevitably had to change up as well.

It really gives the impression that even grass grows the same way.

Oohoshi: Yeah… That grass took ages!

(all laugh)

Furusawa: It was a real pain, wasn’t it?

Oohoshi: It took about half of development time to finish touching up the grass in the game. We really struggled to recreate the atmosphere of Hyrule Field.

Furusawa: We asked the Zelda team at Nintendo how they made the grass in BotW and even though they shared everything down to the finer details of their methods, there was still uncertainty about whether we could reproduce it. The game has a lot of grass, so we also considered if there were other methods available to us.

Oohoshi: We experimented with a bunch of different options to make the grass stand out as one of the strong points of the game.

Matsushita: The whole company got dragged into the grass mess, didn’t they?

Oohoshi: How many hundreds of people was it? (laughs)

Matsushita: It’s no exaggeration to say we were in talks with development staff, CG departments, background and technical support the whole time.

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