Interview:Official Nintendo Magazine March 2014: Difference between revisions

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{{Infobox|interview|2014-03-00
{{Infobox|interview|2014-03-00
| date = March 2014
| date = March 2014
| interviewee = [[Eiji Aonuma]]<br>Ryo Nagamatsu
| interviewee = [[Eiji Aonuma]]<br/>Ryo Nagamatsu
| interviewer = Official Nintendo Magazine
| interviewer = Official Nintendo Magazine
| description = Aonuma responds to the success of ''[[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]]'', and Nagamatsu describes the development of the game's soundtrack.
| description = Aonuma responds to the success of ''[[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]]'', and Nagamatsu describes the development of the game's soundtrack.
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{{Interview/Q|ONM|As well as the generally high expectations, there will also be some gamers who like really tough challenges. Did you ever consider making [[Hero Mode|Hero mode]] [unlocked after the credits, it makes the enemies you encounter hit twice as hard] available to everyone from the start, like with ''[[The Legend of Zelda: The Wind Waker HD|The Wind Waker HD]]''?}}
{{Interview/Q|ONM|As well as the generally high expectations, there will also be some gamers who like really tough challenges. Did you ever consider making [[Hero Mode|Hero mode]] [unlocked after the credits, it makes the enemies you encounter hit twice as hard] available to everyone from the start, like with ''[[The Legend of Zelda: The Wind Waker HD|The Wind Waker HD]]''?}}


{{Interview/A|EA|With ''The Wind Waker HD'' we naturally expected many people to have played the previous version, so we made the harder Hero mode available from the beginning. However, although it is a sequel, this time we have a completely new game.<br><br>We felt that it was more suitable to have the players first enjoy the game at an appropriate difficulty level and then let them try a harder challenge.}}
{{Interview/A|EA|With ''The Wind Waker HD'' we naturally expected many people to have played the previous version, so we made the harder Hero mode available from the beginning. However, although it is a sequel, this time we have a completely new game.<br/><br/>We felt that it was more suitable to have the players first enjoy the game at an appropriate difficulty level and then let them try a harder challenge.}}


{{Interview/Q|ONM|What was the hardest thing to achieve when you were making the game?}}
{{Interview/Q|ONM|What was the hardest thing to achieve when you were making the game?}}
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{{Interview/Q|ONM|In terms of visuals, ''A Link Between Worlds'' feels like it pushes the 3DS hardware pretty hard. How did you manage to squeeze such eye candy out of the machine?}}
{{Interview/Q|ONM|In terms of visuals, ''A Link Between Worlds'' feels like it pushes the 3DS hardware pretty hard. How did you manage to squeeze such eye candy out of the machine?}}


{{Interview/A|EA|It was possible because many of the staff who participated in the development of this game already had a wealth of experience and know-how creating other Nintendo 3DS titles that they could use for this project.<br><br>However, converting all the 2D sprites from ''[[The Legend of Zelda: A Link to the Past|A Link to the Past]]'' to 3D and making them look natural in the top-down view was an unprecedented challenge. We needed to come up with even more innovative technologies in order to make it work.}}
{{Interview/A|EA|It was possible because many of the staff who participated in the development of this game already had a wealth of experience and know-how creating other Nintendo 3DS titles that they could use for this project.<br/><br/>However, converting all the 2D sprites from ''[[The Legend of Zelda: A Link to the Past|A Link to the Past]]'' to 3D and making them look natural in the top-down view was an unprecedented challenge. We needed to come up with even more innovative technologies in order to make it work.}}


{{Interview/Q|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.}}
{{Interview/Q|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.}}
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{{Interview/Q|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?}}
{{Interview/Q|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?}}


{{Interview/A|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 ''[[The Legend of Zelda|Legend Of Zelda]]'', in which you made unexpected encounters and where what used to be impossible would suddenly become possible.<br><br>As a result, we've introduced the item rental system to provide the players with the choice to complete the dungeons in any order they want. As is always the case with ''Zelda'', we think of the story once we've decided on the system.}}
{{Interview/A|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 ''[[The Legend of Zelda|Legend Of Zelda]]'', in which you made unexpected encounters and where what used to be impossible would suddenly become possible.<br/><br/>As a result, we've introduced the item rental system to provide the players with the choice to complete the dungeons in any order they want. As is always the case with ''Zelda'', we think of the story once we've decided on the system.}}


{{Interview/Q|ONM|Now let's talk about the music. Firstly, we would like to thank you for such a fantastic soundtrack; along with 3DS game of the year, we gave ''A Link Between Worlds'' our Best Audio prize in our annual awards bash. Can you tell us who was involved and how the various tracks were divided up among them?}}
{{Interview/Q|ONM|Now let's talk about the music. Firstly, we would like to thank you for such a fantastic soundtrack; along with 3DS game of the year, we gave ''A Link Between Worlds'' our Best Audio prize in our annual awards bash. Can you tell us who was involved and how the various tracks were divided up among them?}}
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{{Interview/Q|ONM|That's awesome. This soundtrack proves that you don't have to have a full orchestra to make a great soundtrack. Was there a point at which you considered an orchestra? How do you decide what style best fits your games?}}
{{Interview/Q|ONM|That's awesome. This soundtrack proves that you don't have to have a full orchestra to make a great soundtrack. Was there a point at which you considered an orchestra? How do you decide what style best fits your games?}}


{{Interview/A|RN|By "orchestra", I assume you mean live orchestra. We never intended to use a live orchestra for the development of this game. There are various reasons to this from a development perspective.<br><br>The most prominent reason is that we wanted to create the optimal sound for Nintendo 3DS. Live orchestras are definitely impressive, but they produce too much reverberation and include too many low-pitch sounds to be suitable for the Nintendo 3DS speakers.<br><br>This time, our goal was to create sounds that satisfied both players who use headphones and those who don't. We wanted, therefore, orchestra-quality sounds that had the appropriate reverberation and instrumental arrangement for the Nintendo 3DS speakers. We concluded that the best approach would be to use the high quality sound resources that are now available to us.}}
{{Interview/A|RN|By "orchestra", I assume you mean live orchestra. We never intended to use a live orchestra for the development of this game. There are various reasons to this from a development perspective.<br/><br/>The most prominent reason is that we wanted to create the optimal sound for Nintendo 3DS. Live orchestras are definitely impressive, but they produce too much reverberation and include too many low-pitch sounds to be suitable for the Nintendo 3DS speakers.<br/><br/>This time, our goal was to create sounds that satisfied both players who use headphones and those who don't. We wanted, therefore, orchestra-quality sounds that had the appropriate reverberation and instrumental arrangement for the Nintendo 3DS speakers. We concluded that the best approach would be to use the high quality sound resources that are now available to us.}}




{{Cat|Interviews with Eiji Aonuma|2014-03-00}}
{{Cat|Interviews with Eiji Aonuma|2014-03-00}}
{{Cat|A Link Between Worlds Interviews|2014-03-00}}
{{Cat|A Link Between Worlds Interviews|2014-03-00}}

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