Interview:Game Informer May 17th 2004: Difference between revisions

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Since this interview's embargo was lifted today, we can finally share it with you.  Realize that back in March when this
Since this interview's embargo was lifted today, we can finally share it with you.  Realize that back in March when this
interview was conducted we were unaware that The Wind Waker 2 was actually the new "mature” Legend of Zelda title that we
interview was conducted we were unaware that The Wind Waker 2 was actually the new "mature" Legend of Zelda title that we
were teased with at during E3.<br><br>
were teased with at during E3.<br><br>


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forward to.<br><br><br><br>
forward to.<br><br><br><br>
<b>
<b>
BB:  You said yesterday that Mr. Miyamoto was the "ultimate” producer over the Zelda franchise.  How much say does he have over
BB:  You said yesterday that Mr. Miyamoto was the "ultimate" producer over the Zelda franchise.  How much say does he have over
everything in comparison to you?</b> <br><br>
everything in comparison to you?</b> <br><br>


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producer, and Mr. Miyamoto is looking over me, so it hasn't really changed.  But we've gotten to this situation where we now
producer, and Mr. Miyamoto is looking over me, so it hasn't really changed.  But we've gotten to this situation where we now
have other directors working on Zelda games.  So, we still have Mr. Miyamoto there, and I just want to make sure that everybody
have other directors working on Zelda games.  So, we still have Mr. Miyamoto there, and I just want to make sure that everybody
is aware that he's still very much involved with the Zelda franchise, and still "upending the tea table” every once in a while.
is aware that he's still very much involved with the Zelda franchise, and still "upending the tea table" every once in a while.
It's just kind of a new development for the series that's going to allow us to do things differently.<br><br><br><br>
It's just kind of a new development for the series that's going to allow us to do things differently.<br><br><br><br>


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EA: (laughs) Yeah, I do think it is kind of ironic.  I remember working on Zelda, and getting close to the final stages of
EA: (laughs) Yeah, I do think it is kind of ironic.  I remember working on Zelda, and getting close to the final stages of
development and thinking to myself, "Wow I can't believe there was actually a time where I couldn't stand Zelda. Obviously,
development and thinking to myself, "Wow I can't believe there was actually a time where I couldn't stand Zelda." Obviously,
that opinion changed when I played A Link To The Past.  I played that game, and really had fun with it.  In that sense, for me,
that opinion changed when I played A Link To The Past.  I played that game, and really had fun with it.  In that sense, for me,
it's kind of like following in Mr. Miyamoto's footsteps, where, I'm sure with the original Zelda there were things that Mr.
it's kind of like following in Mr. Miyamoto's footsteps, where, I'm sure with the original Zelda there were things that Mr.
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now I'm moving in the direction that he's moved in.<br><br><br><br>
now I'm moving in the direction that he's moved in.<br><br><br><br>


<b>BB:  Link is a creation of Mr. Miyamoto, his flavor, the "Zelda-ness” as you described.  Now that you are the director, what
<b>BB:  Link is a creation of Mr. Miyamoto, his flavor, the "Zelda-ness" as you described.  Now that you are the director, what
kind of "Aonuma-ness” have you interjected that might be different from Mr. Miyamoto?</b> <br><br>
kind of "Aonuma-ness" have you interjected that might be different from Mr. Miyamoto?</b> <br><br>


EA:  I think in my speech yesterday, I think I elaborated on the thoughts that I had about the first time I played A Link To
EA:  I think in my speech yesterday, I think I elaborated on the thoughts that I had about the first time I played A Link To
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naturally people are going to think how does this Link relate to the Link from the last game?  The thing is, when making a new
naturally people are going to think how does this Link relate to the Link from the last game?  The thing is, when making a new
Zelda game, we don't necessarily start with the storyline first, we start with the game, and we think, "What's Link going to be
Zelda game, we don't necessarily start with the storyline first, we start with the game, and we think, "What's Link going to be
like in this game?  What kind of a character is he going to be, and what kind of a personality is he going to have? In that
like in this game?  What kind of a character is he going to be, and what kind of a personality is he going to have?" In that
sense, for us, we didn't necessarily feel there was a need to have an infinitive connection between everything, because it was
sense, for us, we didn't necessarily feel there was a need to have an infinitive connection between everything, because it was
this idea that Link is the hero no matter what.  He's here, and he's part of the story.  Obviously for people that are fans,
this idea that Link is the hero no matter what.  He's here, and he's part of the story.  Obviously for people that are fans,

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