main6Iwata Asks are always great for information about new games. It’s a chance for the team to discuss how the creation process went, even going back years when the ideas for games were first conceived. In this section, the team talks about a few of the creative decisions they made to make A Link Between Worlds an enjoyable experience.

Curious? Hit the jump for more!

Unlike A Link to the PastA Link Between Worlds is true 3D, though it has a top-down perspective. But if it was truly top-down, you’d only be able to see the green of Link’s hat, and everything would seem like flat colors. How did the team remedy this? By slanting everything!

photo12

It’s very strange looking. I’m not sure I can play through the game now without that constantly being on my mind.

Additionally, they talked about why they chose a painting look for when Link enters walls, such as in the image below.

slide002

During their prototypes, they initially made a 2D model of Toon Link to attach to the walls, however the team realized that it would be better visually to make an entirely new look for Link on the wall. What they came up with was the painting style that you see above, and from there they crafted the story shown when meeting Yuga.

After that, the team talked about some other big ideas for the game, including shaking up the formula by making all the Lorule dungeons accessible at the same time, and how Ravio’s Shop makes this work. They even said A Link Between Worlds was almost called “The New Legend of Zelda” like New Super Mario Bros.!

There’s yet some more content from the Iwata Asks, so head on over to the actual conference if you’d like to know more!

What did you think? Let us know in the comments!

Source: Iwata Asks

Sorted Under: A Link Between Worlds