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Metalenz Launches Its Metasurface Optics on the Open Market in Partnership With UMC

Metalenz, the world leader in metasurface optics, today announced it has partnered with leading semiconductor foundry United Microelectronics Corporation ("UMC") to release its direct supply chain to mass production and bring the unrivaled scale and precision of semiconductor manufacturing to the optics industry. The announcement marks the launch of metasurface optics on the open market for the first time and follows multiple design wins for Metalenz with leading OEMs in Asia.

"After initially designing meta-optics in partnership with one of the leading suppliers of 3D sensing solutions, we are now engaged with OEMs directly to bring the benefits of metasurface optics to their 3D sensing applications. By partnering with a world-class foundry like UMC, we gain the manufacturing capabilities, expertise, and global reach to serve customers interested in adopting our meta-optics technology," said Rob Devlin, Co-founder and CEO of Metalenz. "This will further accelerate our growth as we are becoming the leading provider of precision optics for 3D sensing solutions."

U.S. Administration Outlines Plan to Strengthen Semiconductor Supply Chains

Today, the U.S. Department of Commerce shared the Biden-Harris Administration's strategic vision to strengthen the semiconductor supply chain through CHIPS for America investments. To advance this vision, the Department announced a funding opportunity and application process for large semiconductor supply chain projects and will release later in the fall a separate process for smaller projects. Large semiconductor supply chain projects include materials and manufacturing equipment facility projects with capital investments equal to or exceeding $300 million, and smaller projects are below that threshold.

The announcement leads into the Biden-Harris Administration's Investing in America tour, where Secretary Raimondo and leaders in the Administration will fan across more than 20 states to highlight investments, jobs, and economic opportunity driven by President Biden's Investing in America agenda and the historic legislation he's passed in his first two years in office, including the bipartisan CHIPS and Science Act.

IBM and UC Berkeley Collaborate on Practical Quantum Computing

For weeks, researchers at IBM Quantum and UC Berkeley were taking turns running increasingly complex physical simulations. Youngseok Kim and Andrew Eddins, scientists with IBM Quantum, would test them on the 127-qubit IBM Quantum Eagle processor. UC Berkeley's Sajant Anand would attempt the same calculation using state-of-the-art classical approximation methods on supercomputers located at Lawrence Berkeley National Lab and Purdue University. They'd check each method against an exact brute-force classical calculation.

Eagle returned accurate answers every time. And watching how both computational paradigms performed as the simulations grew increasingly complex made both teams feel confident the quantum computer was still returning answers more accurate than the classical approximation methods, even in the regime beyond the capabilities of the brute force methods. "The level of agreement between the quantum and classical computations on such large problems was pretty surprising to me personally," said Eddins. "Hopefully it's impressive to everyone."

Intel, German Government Agree on Increased Scope for Wafer Fabrication Site in Magdeburg

Intel and the German federal government have signed a revised letter of intent for Intel's planned leading-edge wafer fabrication site in Magdeburg, the capital of Saxony-Anhalt state in Germany. The agreement encompasses Intel's expanded investment in the site, now expected to be more than 30 billion euros for two first-of-a-kind semiconductor facilities (also known as "fabs") in Europe, along with increased government support that includes incentives, reflecting the expanded scope and change in economic conditions since the site was first announced.

Intel acquired the land for the project in November 2022, and the first facility is expected to enter production in four to five years following the European Commission's approval of the incentive package. Given the current timeline and scale of the investment, Intel plans to deploy more advanced Angstrom-era technology in the facilities than originally envisioned. The Magdeburg site will serve Intel products and Intel Foundry Services customers.

ITRI Set to Strengthen Taiwan-UK Collaboration on Semiconductors

The newly established Department for Science, Innovation and Technology (DSIT) in the UK has recently released the UK's National Semiconductor Strategy. Dr. Shih-Chieh Chang, General Director of Electronic and Optoelectronic System Research Laboratories at the Industrial Technology Research Institute (ITRI) of Taiwan had an initial exchange with DSIT. During the exchange, Dr. Chang suggested that Taiwan can become a trustable partner for the UK and that the partnership can leverage collective strengths to create mutually beneficial developments. According to the Strategy, the British government plans to invest 1 billion pounds over the next decade to support the semiconductor industry. This funding will improve access to infrastructure, power more research and development and facilitate greater international cooperation.

Dr. Chang stressed that ITRI looks forward to more collaboration with the UK on semiconductors to enhance the resilience of the supply chain. While the UK possesses cutting-edge capabilities in semiconductor IP design and compound semiconductor technology, ITRI has extensive expertise in semiconductor technology R&D and trial production. As a result, ITRI is well-positioned to offer consultation services for advanced packaging pilot lines, facilitate pre-production evaluation, and link British semiconductor IP design companies with Taiwan's semiconductor industry chain. "The expansion of British manufacturers' service capacity in Taiwan would create a mutually beneficial outcome for both Taiwan and the UK," said Dr. Chang.

Xbox Game Studios Adopting Longer Development Cycles & Dropping Xbox One

Axios has recently interviewed Microsoft's game studio chief Matt Booty about development strategies for the company's vast array of first party studios (under the banner of Xbox Game Studios). Several of these teams have not yet released any Xbox Series console and Windows PC exclusives, with only a couple of examples newly revealed at last weekend's Xbox Games Showcase. Booty believes that closer collaboration between first party studios will help improve output and quality, with the added benefit of catching up with big rivals—Axios mentions Sony/PlayStation and Nintendo producing a number of excellent games in recent times. The Coalition is mentioned as a prime example of a studio spreading its expert knowledge of Unreal Engine 5 to other parts of the Xbox division.

Booty acknowledges that his company has taken into account that AAA game development is taking longer than before (compared to previous generations...more on that in a bit). He states that the expected norm nowadays for a high-end project will take "four and five and six years" to finish, due to "a longer creation process...(and the) increased complexity of modern games, plus the desire to reach higher technical marks with 4K-compatible graphics and advanced lighting...There are higher expectations. The level of fidelity that we're able to deliver just goes up." Microsoft's management of its game development teams has been called into question following the poor launch state of Redfall (an Arkane/Bethesda production). Booty says that the "house style" is somewhere between the parent group's set of rules and complete creative freedom at each development house: "We optimize for creative output, which can have some pros and cons, sure, but that is the goal."

Synopsys and Samsung Collaborate to Deliver Broad IP Portfolio Across All Advanced Samsung Foundry Processes

Synopsys, Inc. today announced an expanded agreement with Samsung Foundry to develop a broad portfolio of IP to reduce design risk and accelerate silicon success for automotive, mobile, high-performance computing (HPC) and multi-die designs. This agreement expands Synopsys' collaboration with Samsung to enhance the Synopsys IP offering for Samsung's advanced 8LPU, SF5, SF4 and SF3 processes and includes Foundation IP, USB, PCI Express, 112G Ethernet, UCIe, LPDDR, DDR, MIPI and more. In addition, Synopsys will optimize IP for Samsung's SF5A and SF4A automotive process nodes to meet stringent Grade 1 or Grade 2 temperature and AEC-Q100 reliability requirements, enabling automotive chip designers to reduce their design effort and accelerate AEC-Q100 qualification. The auto-grade IP for ADAS SoCs will include design failure mode and effect analysis (DFMEA) reports that can save months of development effort for automotive SoC applications.

"Our extensive co-optimization efforts with Samsung across both EDA and IP help automotive, mobile, HPC, and multi-die system architects cope with the inherent challenges of designing chips for advanced process technologies," said John Koeter, senior vice president of product management and strategy for IP at Synopsys. "This extension of our decades-long collaboration provides designers with a low-risk path to achieving their design requirements and quickly launching differentiated products to the market."

Cyan Worlds Defends Presence of "AI Assisted Content" in Firmament

As many of you have seen or noticed, our credits in Firmament mention "AI Assisted Content". This has been present in the credits for Firmament since release day, and we have never hidden this information: "The contents listed as "AI Assisted" in the credits are "Journals, logs, checklists, newspapers, stories, songs, poems, letters, loosely scattered papers; all backer portraits; all founders portraits; the "sunset" paintings; the art-nouveau wallpaper in the Swan dormitory hallways; propaganda banners; coastal spill decal kit; all voiced mentor, announcer, founder, and other speeches; backer-exclusive content."

"AI Assisted" does not mean wholly AI-generated. Unfortunately, there have been articles published recently which have implied (especially in their headlines) that Cyan generated much of Firmament using AI tools. This is categorically false and misleading, and we are disappointed and frustrated to see this happening. Some folks may be concerned about our usage of AI, so in the interest of clarification: The voice performances in Firmament were voiced 100% of the time by a talented member of our development team who elected not to be credited by name. Their voice was simply modulated for the final product with one of these tools (and with their full permission and control). This same member of the development team has elected not to be credited in prior games of ours as well, for privacy concerns, and not anything to do with tools usage in our games.

Paradox Posts New Vampire: The Masquerade - Bloodlines 2 Screenshots, Explains Pre-order Refund Process

Dear Bloodlines fans, it's been quite a while between updates while we've had our heads down working on the game. We remain just as dedicated to delivering a great Vampire: The Masquerade - Bloodlines game as we were when we announced, and are looking forward to showing you more in September this year.

We acknowledge it was a long time ago that many of you pre-ordered Vampire: The Masquerade - Bloodlines 2. As development continues, we will be updating the game's editions and bonus content, and we want to provide the best value to those of you who supported us via digital pre-order after all this time. We are thus offering refunds to anyone who has pre-ordered any edition of Vampire: The Masquerade - Bloodlines 2. As part of this process, we are proactively refunding all pre-orders of physical products, including the Collector's Edition. The digital versions of the First Blood Edition, Unsanctioned Edition and Blood Moon Edition remain, but can be refunded if you choose.

Armored Core VI Not Open World - FromSoftware Director Wanted to Distinguish it from Elden Ring

FromSoftware and Bandai Namco Entertainment's Armored Core VI: Fires of Rubicon is due for release this summer - many fans are looking forward to jumping back into mecha-heavy combat scenarios with a linear progression system. This long-running action game series has stuck to a traditional mission-based format (for the most part) since premiering on the original PlayStation console back in 1997. FromSoftware's sixth mainline entry is set to be no different, although the design team has recently revealed that other options were explored at the beginning of development.

Masaru Yamamura, director of Armored Core VI, stated in an interview conducted by South Korea's Ruliweb: "In the process of developing the sequel, there was also an opinion to make it in a different game style. However, as a result of discussions, it was concluded that it should not be made into a title centered on movement and exploration, such as the Elden Ring or Soul series. In the Armored Core series, depending on the assembly, the movement performance of the character changes and affects the play. Because that is the charm of the series." His team has taken the traditional design route in order to concentrate on assembling detailed and fun gameplay environments: "I think you will be able to feel a different pleasure from exploring every nook and cranny of the carefully crafted map as you move."

Age of Wonders 4 Director Hints that Extra Content is Arriving Soon

Welcome to the first Age of Wonders 4 development diary since release. My name is Lennart Sas game director / studio manager at Triumph. Today we'll be reflecting on the launch, the reception and we are going to be looking forward to the big Dragon Dawn DLC and specifically the free Wyvern Update that accompanies it.

Reflecting on the Launch
Wow! What a launch. For us the Age of Wonders 4 launch has been a dream: both a critical and commercial success. Paradox put out a press release the game is the fastest selling in the series; selling 250,000 units by day four of release. We are very grateful to all the people making this possible. The launch has been a rollercoaster in other ways too of course; some may have seen the user reviews directly after release. This was primarily caused by people not being able to launch the game after purchasing. This was unfortunate and we started investigating and preparing a hot fix which alleviated some of the issue.

NVIDIA Collaborates With Microsoft to Accelerate Enterprise-Ready Generative AI

NVIDIA today announced that it is integrating its NVIDIA AI Enterprise software into Microsoft's Azure Machine Learning to help enterprises accelerate their AI initiatives. The integration will create a secure, enterprise-ready platform that enables Azure customers worldwide to quickly build, deploy and manage customized applications using the more than 100 NVIDIA AI frameworks and tools that come fully supported in NVIDIA AI Enterprise, the software layer of NVIDIA's AI platform.

"With the coming wave of generative AI applications, enterprises are seeking secure accelerated tools and services that drive innovation," said Manuvir Das, vice president of enterprise computing at NVIDIA. "The combination of NVIDIA AI Enterprise software and Azure Machine Learning will help enterprises speed up their AI initiatives with a straight, efficient path from development to production."

Dell and NVIDIA Introduce Project Helix, a Secure On-Premises Generative AI

Dell Technologies and NVIDIA announce a joint initiative to make it easier for businesses to build and use generative AI models on-premises to quickly and securely deliver better customer service, market intelligence, enterprise search and a range of other capabilities. Project Helix will deliver a series of full-stack solutions with technical expertise and pre-built tools based on Dell and NVIDIA infrastructure and software. It includes a complete blueprint to help enterprises use their proprietary data and more easily deploy generative AI responsibly and accurately.

"Project Helix gives enterprises purpose-built AI models to more quickly and securely gain value from the immense amounts of data underused today," said Jeff Clarke, vice chairman and co-chief operating officer, Dell Technologies. "With highly scalable and efficient infrastructure, enterprises can create a new wave of generative AI solutions that can reinvent their industries."

"We are at a historic moment, when incredible advances in generative AI are intersecting with enterprise demand to do more with less," said Jensen Huang, founder and CEO, NVIDIA. "With Dell Technologies, we've designed extremely scalable, highly efficient infrastructure that enables enterprises to transform their business by securely using their own data to build and operate generative AI applications."

Nintendo Spent a Year Polishing The Legend of Zelda: Tears of the Kingdom

Nintendo famously announced last March that its much anticipated sequel to The Legend of Zelda: Breath of the Wild was getting delayed to May 2023. The Japanese developer offered a profuse apology - fans were expecting Tears of the Kingdom to arrive at some point in 2022, but the EPD Production Group (No. 3) ultimately required some extra months to finalize their intended vision. The game's producer, Eiji Aonuma, was tasked with delivering the bad news back then - he has now admitted that his blockbuster open world adventure was essentially feature complete at the time. In an expansive interview conducted by the Washington Post this week, Aonuma-san says that the launch was postponed in order "to make sure that everything in the game was 100 percent to our standards."

The discussion turns to the game's very involved (possibly Havok-derived) physics engine - said to be more complex than examples running within the most expensive AAA titles on higher-powered console platforms (PlayStation 5 is cited as an example). Aonuma indicates that his team worked hard on the object manipulation system, and he hopes that it inspires players to become more creative with problem solving outside of Nintendo's environment: "I would really be happy if our game encourages imaginative thinking in people, and that they could carry that into their real lives."

Microsoft Introduces Windows 11 Co-Pilot, the First Centralized AI Assistant on a PC Platform

Panos Panay, Chief Product Officer, Windows and Devices: "The team and I are pumped to be back at Build with the developer community this year. Over the last year, Windows has continued to see incredible growth fueled by Windows 11 adoption. In fact, one of the most exciting areas driving that growth for Windows has been developers themselves, with a 24% YoY increase in monthly devices used for development."

"AI is the defining technology of our time and developers are at the forefront of this transformation. With the right tools we can empower developers and our shared customers to shape the future and leave their mark on the world. We are just starting to see the incredible impact AI is having across industries and in our own daily lives. Today, the team and I are excited to share the next steps we are taking on our journey with Windows 11, to meet this new age of AI."

NVIDIA Cambridge-1 AI Supercomputer Hooked up to DGX Cloud Platform

Scientific researchers need massive computational resources that can support exploration wherever it happens. Whether they're conducting groundbreaking pharmaceutical research, exploring alternative energy sources or discovering new ways to prevent financial fraud, accessible state-of-the-art AI computing resources are key to driving innovation. This new model of computing can solve the challenges of generative AI and power the next wave of innovation. Cambridge-1, a supercomputer NVIDIA launched in the U.K. during the pandemic, has powered discoveries from some of the country's top healthcare researchers. The system is now becoming part of NVIDIA DGX Cloud to accelerate the pace of scientific innovation and discovery - across almost every industry.

As a cloud-based resource, it will broaden access to AI supercomputing for researchers in climate science, autonomous machines, worker safety and other areas, delivered with the simplicity and speed of the cloud, ideally located for the U.K. and European access. DGX Cloud is a multinode AI training service that makes it possible for any enterprise to access leading-edge supercomputing resources from a browser. The original Cambridge-1 infrastructure included 80 NVIDIA DGX systems; now it will join with DGX Cloud, to allow customers access to world-class infrastructure.

Applied Materials Launches Multibillion-Dollar R&D Platform in Silicon Valley to Accelerate Semiconductor Innovation

Applied Materials, Inc. today announced a landmark investment to build the world's largest and most advanced facility for collaborative semiconductor process technology and manufacturing equipment research and development (R&D). The new Equipment and Process Innovation and Commercialization (EPIC) Center is planned as the heart of a high-velocity innovation platform designed to accelerate development and commercialization of the foundational technologies needed by the global semiconductor and computing industries.

To be located at an Applied campus in Silicon Valley, the multibillion-dollar facility is designed to provide a breadth and scale of capabilities that is unique in the industry, including more than 180,000 square feet - more than three American football fields - of state-of-the-art cleanroom for collaborative innovation with chipmakers, universities and ecosystem partners. Designed from the ground up to accelerate the pace of introducing new manufacturing innovations, the new EPIC Center is expected to reduce the time it takes the industry to bring a technology from concept to commercialization by several years, while simultaneously increasing the commercial success rate of new innovations and the return on R&D investments for the entire semiconductor ecosystem.

Ampere Computing Unveils New AmpereOne Processor Family with 192 Custom Cores

Ampere Computing today announced a new AmpereOne Family of processors with up to 192 single threaded Ampere cores - the highest core count in the industry. This is the first product from Ampere based on the company's new custom core, built from the ground up and leveraging the company's internal IP. CEO Renée James, who founded Ampere Computing to offer a modern alternative to the industry with processors designed specifically for both efficiency and performance in the Cloud, said there was a fundamental shift happening that required a new approach.

"Every few decades of compute there has emerged a driving application or use of performance that sets a new bar of what is required of performance," James said. "The current driving uses are AI and connected everything combined with our continued use and desire for streaming media. We cannot continue to use power as a proxy for performance in the data center. At Ampere, we design our products to maximize performance at a sustainable power, so we can continue to drive the future of the industry."

Sony Introduces PlayStation 5 Access Controller, Formerly "Project Leonardo" Accessibility Kit

While accessibility is an important topic year-round, May is always special as we celebrate Global Accessibility Awareness Day and recognize the strides made by the accessibility community and the games industry to make gaming more inclusive. At Sony Interactive Entertainment, we are committed to furthering that mission, so today we're excited to share new details and images of the Access controller for the PS5 console.

New details and product images
First revealed at CES this year as "Project Leonardo," the Access controller for PS5 is an all-new, highly-customizable accessibility controller kit designed to help many players with disabilities play games more easily, more comfortably, and for longer periods. Developed in collaboration with accessibility experts, the Access controller will include a wide array of swappable button and stick caps so players can freely create different layouts that work for their unique strength, range of motion, and physical needs.

Sharp Working on LCD Screen for Next Generation Gaming Console

Sharp Corporation's Chief Executive Officer, Robert Wu, has revealed that the Japanese company's display division is involved in the research and development of an LCD screen intended for use in an "upcoming" gaming console. This small detail was announced during an earnings briefing/call with analysts (on May 11), and Wu was careful to not name the key client: "I can't comment on any details regarding specific customers. But as to a new gaming console, we've been involved in its R&D stage." Bloomberg reports that information about a gaming device was removed from presentation material, soon after the conclusion of the conference call. Sharp expects to launch pilot LCD-panel production lines by the end of this fiscal year.

Given the secrecy surrounding this business partnership and projected time frame for the new line of gaming oriented LCD screens, games industry analysts point to Nintendo being the "unnamed" client. Sharp is the current supplier of 6.2-inch LCD panels that are featured on the standard Nintendo Switch (2017) handheld console. Samsung provides a 7-inch screen that is fitted to the premium Switch OLED (2021), and InnoLux makes a 5.5-inch LCD display - sported by the entry-level Switch Lite (2019). A next-gen Switch console successor is rumored to be deep into development but is not expected to arrive this year - Nintendo's CEO, Shuntaro Furukawa, informed investors (last week) that new hardware is due at some point after April 2024.

Samsung Said to Open Chip Development Unit in Japan

In a rather unexpected move, Samsung will reportedly open a chip development facility in Yokohama, Japan. According to the Nikkei, Samsung is readying a 30 billion yen or US$222 million investment near its current R&D institute in Japan. Samsung is hoping to be able to leverage a combination of Japanese and Korean expertise at the site, although exactly what kind of chip development that will take place at the site is currently unknown, beyond it being focused on the back-end processor of chip manufacturing. This generally involves the wafer packaging process or chip stacking, processes that have evolved a lot of the past few years.

The facility is said to be employing hundreds of people once it starts operating sometime in 2025. The Nikkei is also reporting that Samsung is hoping to take advantage of subsidies offered by the Japanese government, which might also be one of the reasons for opening the development unit in Japan. The subsidies are said to be in excess of 10 billion yen. Considering that Japan and Korea aren't on the best terms at the moment, for many reasons and most of them irrelevant to this news post, it's surprising to see Samsung making this move, as although it might be a fairly minor investment for the company, it's doing so on what could only be referred to as hostile soil.

Legislation Introduced to Restore America's Printed Circuit Board Industry after Two Decades of Decline

The bipartisan Protecting Circuit Boards and Substrates Act of 2023 introduced by Representatives Blake Moore (R-UT-1) and Anna Eshoo (D-CA-16) finishes the job the CHIPS Act began by incentivizing investment in the domestic printed circuit board (PCB) industry. This bill is a necessary follow-on to the CHIPS Act: without a trusted, reliable domestic source of PCBs and substrates, computer chips don't connect to end use electronic devices.

Domestic PCB production shrunk over the past 20 years, falling from 30% to barely 4% of the world's supply. Ninety percent of the world's supply now comes from Asia…56% in China alone.

Intel Surpasses First 2030 Goal: $2 Billion in Diverse Supplier Spending

Three years ago, Intel announced a goal to increase global annual spending with diverse suppliers to $2 billion by 2030. We are proud to announce we reached $2.2 billion in diverse supplier spending in 2022, eight years ahead of schedule. This $2.2 billion represents nearly 15 times the annual total when our supplier diversity program launched in 2015 and double our 2019 results.

Team Cherry Has Delayed Hollow Knight: Silksong

Team Cherry, the indie development outfit responsible for producing smash hit 2D platformer Hollow Knight (2017), has this week announced that the sequel - Silksong - will be missing its proposed early-ish 2023 launch window. The Australian team's publishing and marketing manager Matthew Griffin confirmed via a tweet that Hollow Knight: Silksong is still a work-in-progress project: "Hey gang, just a quick update about Silksong. We had planned to release in the 1st half of 2023, but development is still continuing. We're excited by how the game is shaping up, and it's gotten quite big, so we want to take the time to make the game as good as we can."

Hollow Knight: Silksong was first revealed to the public back in 2019, with Team Cherry taking a quiet approach to the release of preview material since then. A playable demo was on show at E3 2019, but a wider internet-based public has only had access to a pair of video trailers, some screenshots and minimal written details on official sites and product pages. Silksong was initially conceived as a DLC/expansion for the base game, but the designers expanded their project's scope - thus creating a standalone and entirely new entry in the series. It seems that the development team's ambitions have grown over the years - Griffin has not confirmed a revised release date but requests that fans wait for further announcements: "Expect more details from us once we get closer to release."

Zelda Producer Confirms That Tears of the Kingdom Begins Soon After the Events of BotW

Nintendo has released another of its "Ask the Developer" discussions, the first segment of this week's edition is obviously part of a marketing drive to drum up even more interest in the Legend of Zelda: Tears of the Kingdom (scheduled to launch this Friday). Included in the roundtable conversation is Eiji Aonuma, project manager of the The Legend of Zelda series, who has RPG development experience dating back to the SNES and N64 days at Nintendo. The veteran developer confirms that the follow-up to 2017's Breath of the Wild functions as a direct sequel - the fanbase has long suspected that this was always the case - in his introduction he gets down to the facts sharply: "Once again, it takes place in the vast land of Hyrule after the conclusion of the previous game."

Aonuma reiterates the chosen setting: "Yes, this title is set in Hyrule shortly after the end of the previous game. There are many reasons why we chose this setting. After finishing development on the previous title, we wondered if we could make it possible for players to continue exploring the world after they've reached the game's ending." Given the previous entry's massive success in terms of sales - Breath of the Wild is approaching 30 million units sold - and critical reception, it would be natural for Nintendo to build on that foundation. A section of the fanbase has been critical of Nintendo's decision to not produce an unconnected sequel - Aonuma addresses this matter when he is asked whether an entirely new setting/visual style was in the cards: "No, not really. Although The Legend of Zelda: Breath of the Wild, has its own conclusion, we started to come up with new ideas that we wanted to bring to life in this already realized version of Hyrule, so our direction in making a sequel did not change."
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