Interview:Wham! E3 2004

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Wham! E3 2004


E3 2004



Wham! Gaming


Wham! Gaming sit down with Miyamoto to talk about the new look of Link in a new Zelda game for the GameCube (Twilight Princess) during E3 2004.



Wham! Gaming: Are you moving to this more realistic version of Link because it's what people wanted, or did you have it mind all along?
Shigeru Miyamoto: Maybe it’s a little bit of both [laughs]. When we did Ocarina of Time, obviously that was a game where you started off as a child and matured into an adult. But earlier on when we were developing the game, we started off developing it around an adult Link, and because of that we chose the graphical style we did with Ocarina of Time. Whereas with The Wind Waker, we knew from the get-go that it was going to be entirely a story about Link as a young boy, and with that in mind we thought about the best way to express the story of a young boy, and how we could best create a reality in this world of Zelda using a graphical style. And the decision was that by going with this ‘toon-shading’ style, we can better express a young boy and better show his movements and make a more cohesive, realistic-feeling world. But at that time, obviously, we still had questions about if we’ve gone with this decision because Link’s a boy, what do we do the next time when we decide to make a game when Link is more grown up, and how are we going to create Link in a cel-shaded style as an adult. After a lot of discussion, what we decided was the best graphical presentation for an adult link was this style.
Wham! Gaming: Can you give us some examples of how this adventure will be more adult and more mature?
Shigeru Miyamoto: Link as a character will be taller with longer limbs, so we’re going to have a lot more sword fighting and action elements like we saw in a game like Zelda II: The Adventure of Link. And then of course we’ll have to have a lot of cool items that we can have Link using in different poses.

At this point, Miyamoto showed a five-minute extended trailer for the upcoming game, featuring Link battling foes on horseback, squaring off against fearsome monsters and engaging in your basic acts of derring-do. Miyamoto assured us the mind-blowing visuals were generated entirely in-game, with only the camera angles altered.

Wham! Gaming: Very, very nice. Some of those monsters look pretty fierce, is the game going to be darker or scarier than the last game?
Shigeru Miyamoto: I don’t necessarily think so. We haven’t finished the game completely, but kind of like we did with Ocarina of Time, we really want to create the feeling that the player is in the real world of Hyrule the vast expanse and open spaces, and the feelings of going to very unique places we’ve spent a lot of time focusing on that. But I don’t think we’ll make it overly dark.