Interview:MyGames March 11th 2011

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MyGames March 11th 2011

Date

March 11, 2011

Interviewee

Interviewer

MyGames

Source

[1]
Translated by Yous


With the upcoming release of The Legend of Zelda Skyward Sword and the eurpoean concert that celebrated the 25 years of The Legend of Zelda, MyGames went to England to watch one of the biggest spectacles in the history of videogaming.


But before going to HMV Apollo, we still spoke with Eiji Aonuma (Director and producer) and Koji Kondo (composer) about the 25 years of the franchise, the music of the series, The Legend of Zelda Skyward Sword and the future of link and company.

MyGames: The Legend of Zelda is 25 years old and one is a part of the team since it begun (Koji Kondo) or, at least, the half of the way (Eiji Aonuma). How do you feel when you see that the games and the music can be the favorites of so many people?
Koji Kondo: I'm glad to hear that, but also by being here in London to this concert that already happened in Japan and it's going to happen here today. I fell happy and honored.
Eiji Aonuma: Yes, I can say the same, and, as a person that worked on the series for so long, and being able to present The Legend of Zelda Skyward Sword in the twenty-fifth annyversary, I feel honored, but also happy by being a part of it.
MyGames: Unlike the past, with The Legend of Zelda Skyward Sword, you included some orientation elements, as maps and clues. Why this change of style?
Eiji Aonuma: In terms of overworld exploration, the map is extremely important, because players need to see where they are, the zones they have passed and the next zones. That's why we included light beams and the dowsing system. These new elements will certainly help the player on the exploration of the new world.
MyGames: How did you built the maps in The Legend of Zelda Skyward Sword? You first developed the map, or the items first, then the maps?
Eiji Aonuma: A little of the two, sometimes we created a zone and then we saw what we could add to the map to make it more interactive and give use to the obtained items. That's how the Whip was created. But sometimes, we want to use an item in an certain location, like the Beetle, that substituted the boomerang, and we wanted to use it early. Another item is the Clawshot that camed from The Legend of Zelda Twilight Princess. So, the best way to use it is creating an specific area where players can learn to use them.
MyGames: Zelda is more active in this game. Have you thought in creating an game only for her?
Eiji Aonuma: the way how we show Zelda in a game is always something we think when creating a game. Normally she is captured and somebody rescues her in the end. But this time, we introduced her with more personality and give more information about her. Sure, when presenting characters with more detail, one may question about an possible game. We may think about it in the future, but by now, we don't know.
MyGames: Have you thought in multiplayer?
Eiji Aonuma: Yes, we tought about it during the production and it's an eternal topic, but in this game, we decided to focus to use the WiiMotion Plus to create an solid and interactive gameplay, and we were so focused on it, that creating a multiplayer will be another homework to the future.
MyGames: The series Always used music in the gameplay, like the ocarina. How the music will be explored in The Legend of Zelda Skyward Sword?
Koji Kondo: Yes, in Legend of Zelda Skyward Sword we'll introduce the Harp, and unlike the other instruments, the sound of the harp will change with the ambient.
Eiji Aonuma: The idea of instruments started with The Legend of Zelda Ocarina of Time. We looked for the commands and we tought it could be used to play an instrument like an ocarina. In The Legend of Zelda Skyward Sword, we chose the Harp because the movements of the Wii Remote would work well and from there, we tought how it would be played.
MyGames: Talking about music, what's your preference in composition, 8-Bits or orchestral? What's the easiest to compose?
Koji Kondo: It's hard to say the one I like the most, because I love them both. Composing is like doing a puzzle, because before, we had to work with few options to create something new and different, but now with a lot of instruments, we have to carefully choose each instrument to compose exactly what we want. As I said, both are a puzzle, and it becomes harder to choose the one I like the most to work.
MyGames: And after The Legend of Zelda Skyward Sword? What follows up?
Eiji Aonuma: We are thinking on a new game, for the Nintendo 3DS, but not a direct sequel to the DS Zelda games, we are talking about a new game that takes advantages of the experience gained from older games.
MyGames: After releasing The Legend of Zelda Ocarina of Time 3D, in the Nintendo 3DS, can we count with The Legend of Zelda Majora's Mask 3D?
Eiji Aonuma: It's something that people questions me a lot an I already spoke with Miyamoto about it. Since we released Legend of Zelda Ocarina of Time 3D, as a remake, we are thinking about it, it is not right to release a remake following another one, so, the next Zelda game on the 3DS will be original.
MyGames: What about the timeline? With the release of The Legend of Zelda Four Swords for the DSi and the 3DS, will be the game a clue to the timeline?
Eiji Aonuma: As you know, we do not like to talk about the timeline, because there are so many questions and we are afraid that we may say contradictions, so we avoid the timeline. But, about The Legend of Zelda Four Swords, The separation of the Links is because of the sword, and he is reunited, so, there is no relation to the timeline.
MyGames: In this case, The Legend of Zelda Skyward Sword is still the first one on the timeline?
Eiji Aonuma: The story of The Legend of Zelda Skyward Sword is the first one, so, it comes before The Legend of Zelda Ocarina of Time.

The Legend of Zelda Skyward Sword hits the stores on November 18, Exclusive to Nintendo Wii.