You think Skyward Sword was always meant to be using the Wii’s MotionPlus-system? Well, think again. A recent interview with Eiji Aonuma conducted by IGN of America revealed some new facts about how Skyward Sword’s gameplay-mechanics changed throughout development.
According to Aonuma, Skyward Sword was supposed to be using MotionPlus for some time, when he suddenly changed his mind, thinking this wasn’t exactly where he wanted this game to be headed. As a consequence, for some months it was developed without using MotionPlus at all. Only when Katsuya Eguchi, being the developer of Wii Sports Resort and therefore having great experience concerning MotionPlus, told him how it would be strange not to use it in a Zelda game, considering what possibilities it could bring, Aonuma changed his mind. As we all know, Skyward Sword is using MotionPlus-controls, after all.
Aonuma also mentions that the E3 2010 demo of Skyward Sword was mostly meant to show how basic swordplay works in this game. As many of you might remember, last year’s demo didn’t really give the players much of a headache concerning how to use their sword; in fact, the enemies seemed to be pretty easy compared to the newer E3 2011 demo. Aonuma further states that he and his team had the goal to create powerful enemies like Ghirahim to “bring bigger and bolder swordplay experiences to the game”.
What do you think about the game’s transformation during the whole development-process? Did the team working on it do a good job creating challenging enemies using the new MotionPlus-controls? Let me know in the comments below!