Interview:GameSpot February 28th 2003: Difference between revisions

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<b>GS: How do you feel about it, Mr. Miyamoto?</b><br><br>
<b>GS: How do you feel about it, Mr. Miyamoto?</b><br><br>


<b>Shigeru Miyamoto:</b> Obviously, I gave my stamp of approval to this project despite the fact that there were many voices on all sides of me saying, “are you sure this is the right thing to do?” So, to be honest, I feel somewhat rescued.<br><br><br><br>
<b>Shigeru Miyamoto:</b> Obviously, I gave my stamp of approval to this project despite the fact that there were many voices on all sides of me saying, "are you sure this is the right thing to do?” So, to be honest, I feel somewhat rescued.<br><br><br><br>


<b>GS: In yesterday's conference with Yu Suzuki, you mentioned that in the process of developing games, you'll occasionally start working on something, only to scrap it and then start from scratch. Did that sort of thing happen with the latest Zelda?</b><br><br>
<b>GS: In yesterday's conference with Yu Suzuki, you mentioned that in the process of developing games, you'll occasionally start working on something, only to scrap it and then start from scratch. Did that sort of thing happen with the latest Zelda?</b><br><br>


<b>EA:</b> We actually didn't have to do that this time around, which was a relief because you know I like to throw everything off the table sometimes [laughs]. This time around, I would take my ideas to Mr. Miyamoto, and he would look at them early on in development and give his approval, [after that] he wasn't too involved in the development process. Then towards the end, we would have him sit down, play the games, and get his feedback on it. At that point he would say, “This is good, but you might want to change a little bit here or make other changes here and see what you can do.” So development went very smoothly and it was quite a relief.<br><br>
<b>EA:</b> We actually didn't have to do that this time around, which was a relief because you know I like to throw everything off the table sometimes [laughs]. This time around, I would take my ideas to Mr. Miyamoto, and he would look at them early on in development and give his approval, [after that] he wasn't too involved in the development process. Then towards the end, we would have him sit down, play the games, and get his feedback on it. At that point he would say, "This is good, but you might want to change a little bit here or make other changes here and see what you can do.” So development went very smoothly and it was quite a relief.<br><br>


<b>SM:</b> The one thing you could say that we tore apart and started from scratch on was the original experiment we did that had the more realistic Link and the more realistic Gannon at Spaceworld.<br><br><br><br>
<b>SM:</b> The one thing you could say that we tore apart and started from scratch on was the original experiment we did that had the more realistic Link and the more realistic Gannon at Spaceworld.<br><br><br><br>
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<b>GS: Some of the attacks in Soul Calibur are somewhat violent? Are there any sort of attacks that you didn't want to see Link doing?</b><br><br>
<b>GS: Some of the attacks in Soul Calibur are somewhat violent? Are there any sort of attacks that you didn't want to see Link doing?</b><br><br>


<b>SM:</b> We didn't give Namco any guidelines to follow but they've been very considerate with how they're using the Link character, so they would say, “we're going to have him do this, is that OK?” So that's been very good to us.<br><br><br><br>
<b>SM:</b> We didn't give Namco any guidelines to follow but they've been very considerate with how they're using the Link character, so they would say, "we're going to have him do this, is that OK?” So that's been very good to us.<br><br><br><br>


<b>GS: You've talked about how much you've enjoyed working with different third parties, so what's your involvement with Capcom been like lately?</b><br><br>
<b>GS: You've talked about how much you've enjoyed working with different third parties, so what's your involvement with Capcom been like lately?</b><br><br>

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