Jraphics Horse
And just to illustrate the point here, this is how the cel-shading worked in the original:
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More at the link here:
There was always some level of ambient light in the shaded part of the cel-shading of the original (and when characters were completely in shadow they looked really flat). Also, note how in most of the shaded areas where we would expect some ambient occlusion, it's either absent or baked into the texture data. In the BOTW2 trailer, the dynamic opaque shading mostly shows up where we would expect AO to show up.
Now, I can understand not necessarily wanting to classify "AO-like shading" as a third tone, but whatever it is you want to call it, it wasn't handled like this in the first game.
![jpg](https://d2skuhm0vrry40.cloudfront.net/2017/articles/1/8/8/9/7/2/9/zelda-breath-of-the-wild-walkthrough-guide-tips-4857-148966310333.jpg/EG11/resize/690x-1/quality/75/format/jpg)
Yeah, pretty much. The lighting kind of fell apart in unlit interiors, really. It really looks like the biggest focus was to get as much bang for the buck in rendering features for the outside with the sun or moon as a main light source. The way it does indirect lighting is amazingly effective for these scenarios, and probably very cheap, but it's clearly not suited for interiors.
The more I see the trailer, the more I realize it's a huge upgrade in visual quality.