I know when Ocarina of Time 3D came out I was worried that top-down Zelda games would quickly become a thing of the past. While it has always been a series staple from the very start and carried on in spirit with handheld releases, Ocarina of Time 3D proved you could offer a more traditional console like experience on the 3DS and usher out the end of top-down Zelda games. We all now know that wasn’t the case, with A Link Between Worlds dedicating itself to such an experience. According to series producer Eiji Aonuma, they may have found somewhat of a blueprint to craft more top-down games in the future.

ONM: What did you learn from making this game? Can you use any of these ideas in future titles? For example, the Merge (with walls) ability is amazing and it would be a shame if it was never used again.

EA: I think the top-down view made the ability to enter the wall really interesting. Also, in this game, I feel we’ve found a new direction in regards to the potential use of the good old top-down view for Zelda. It’s the kind of point we will take in good consideration when thinking about the next Zelda game.

ONM: It’s interesting that you chose to go down an alternative storyline path with this game. Does the story idea come first, or do you begin with the gameplay ideas?

EA: The recent Zelda games have been rather linear, as I thought players didn’t like getting lost, wondering what to do, or where to go. However, I’ve come to question this ‘traditional’ approach as I felt that we couldn’t gain the sense of wonder that existed in the original Legend Of Zelda, in which you made unexpected encounters and where what used to be impossible would suddenly become possible.

What do you think? Should top-down games continue to be a series staple?

Source: Official Nintendo Magazine

Sorted Under: Zelda News