Interview:Nintendo Power August 2011 (Skyward Sword): Difference between revisions

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{{Interview/Q|Nintendo Power|It's been a year since we last talked, and since I last played The Legend of Zelda: Skyward Sword.  How has development gone?  Have there been any changes or unexpected occurrences during development?}}
{{Interview/Q|Nintendo Power|It's been a year since we last talked, and since I last played The Legend of Zelda: Skyward Sword.  How has development gone?  Have there been any changes or unexpected occurrences during development?}}


{{Interview/A|Eiji Aonuma|Skyward Sword, in that year since you last played it, has really come along nicely.  We're at that point where we're applying polish and really trying to bring along the Japanese version, so it's in its final stages.  Over the last two months or so, [Zelda series Creator] [[Shigeru Miyamoto|Mr. Miyamoto]] has been working with me and my group to help put the finishing touches on the game.  We want to continue working on it, and refine and polish it even further, so…I intend to be fully involved in that work for awhile.  And also, localization is obviously going to be underway soon.<br><br>Additionally, in regards to your question of what's changed and what sort of things happened in the past year, I think we have succeeded in making a game that uses the Wii MotionPlus to provide some incredibly satisfying sword combat.  I feel that was a great success, but once we achieved that, it became a matter of saying, "How many other ways can we enrich gameplay?  How can we continue to flesh out gameplay experience?"  So a lot of our work has also focused on increasing the variety and richness of the gameplay, especially in this past year.}}
{{Interview/A|Eiji Aonuma|Skyward Sword, in that year since you last played it, has really come along nicely.  We're at that point where we're applying polish and really trying to bring along the Japanese version, so it's in its final stages.  Over the last two months or so, [Zelda series Creator] [[Shigeru Miyamoto|Mr. Miyamoto]] has been working with me and my group to help put the finishing touches on the game.  We want to continue working on it, and refine and polish it even further, so…I intend to be fully involved in that work for awhile.  And also, localization is obviously going to be underway soon.<br/><br/>Additionally, in regards to your question of what's changed and what sort of things happened in the past year, I think we have succeeded in making a game that uses the Wii MotionPlus to provide some incredibly satisfying sword combat.  I feel that was a great success, but once we achieved that, it became a matter of saying, "How many other ways can we enrich gameplay?  How can we continue to flesh out gameplay experience?"  So a lot of our work has also focused on increasing the variety and richness of the gameplay, especially in this past year.}}


{{Interview/Q|NP|How would you characterize the [[Skyward Sword Story|game's story]]?}}
{{Interview/Q|NP|How would you characterize the [[Skyward Sword Story|game's story]]?}}
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{{Interview/A|EA|It's certainly no rumor what-so-ever. It is definitely a tremendous game- there is so much content that Mr. Miyamoto and I haven't been able to thoroughly play it all. We're obviously in the process of doing the refinement, but the fact that we're still chewing through the content as we go is a testament to the fact that it is a game backed by a tremendous volume of game play and content. When I say volume, its not necessarily just that there's a big world out there to explore. You come to understand the structures of things in your world, and you'll see a broadening of a kind of game play that goes on in these structures as you're playing through. So, that's one way the game has tremendous volume.}}
{{Interview/A|EA|It's certainly no rumor what-so-ever. It is definitely a tremendous game- there is so much content that Mr. Miyamoto and I haven't been able to thoroughly play it all. We're obviously in the process of doing the refinement, but the fact that we're still chewing through the content as we go is a testament to the fact that it is a game backed by a tremendous volume of game play and content. When I say volume, its not necessarily just that there's a big world out there to explore. You come to understand the structures of things in your world, and you'll see a broadening of a kind of game play that goes on in these structures as you're playing through. So, that's one way the game has tremendous volume.}}


{{Interview/Q|NP|If you had more time and an unlimited budget, what else would you do to try to celebrate Zelda's [[25th Anniversary|25th anniversary]]?}}
{{Interview/Q|NP|If you had more time and an unlimited budget, what else would you do to try to celebrate Zelda's [[The Legend of Zelda 25th Anniversary|25th anniversary]]?}}


{{Interview/A|EA|If what we're really talking about is a sort of a "sky is the limit" approach to things, I always thought it would be really cool to have a real Zelda movie, something really grand and sweeping. But, of course, I have neither the time nor the wherewithal for all that, and even if I did have the money to make such a movie, I don't know if it would turn out well. But there are those days when I fantasize about how cool it would be if something like that would happen sometime in the future.}}
{{Interview/A|EA|If what we're really talking about is a sort of a "sky is the limit" approach to things, I always thought it would be really cool to have a real Zelda movie, something really grand and sweeping. But, of course, I have neither the time nor the wherewithal for all that, and even if I did have the money to make such a movie, I don't know if it would turn out well. But there are those days when I fantasize about how cool it would be if something like that would happen sometime in the future.}}
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{{Interview/Q|NP|Well, Yes!}}
{{Interview/Q|NP|Well, Yes!}}


{{Interview/A|EA|It's been 13 years since Ocarina of Time was originally released, and one of the big things that we made this remake possible was that there was an outpour of emotions from people who said they would like to see this game done. We said we could do it in 3D, so we did. I think certainly if there was a similar output of emotion and clamor from fans for a remake of Majora's Mask, it wouldn't be an utter impossibility.<br><br>Thinking on it now, having a handheld Majora's Mask where you could kind of just set things down on your own time - close it, set it aside and come back to it later - might be a game play element some fans will actually take to and might really appreciate. Especially considering how you really had to rush through the original game, in a sense.}}
{{Interview/A|EA|It's been 13 years since Ocarina of Time was originally released, and one of the big things that we made this remake possible was that there was an outpour of emotions from people who said they would like to see this game done. We said we could do it in 3D, so we did. I think certainly if there was a similar output of emotion and clamor from fans for a remake of Majora's Mask, it wouldn't be an utter impossibility.<br/><br/>Thinking on it now, having a handheld Majora's Mask where you could kind of just set things down on your own time - close it, set it aside and come back to it later - might be a game play element some fans will actually take to and might really appreciate. Especially considering how you really had to rush through the original game, in a sense.}}


{{Interview/Q|NP|Do you have any ideas percolating regarding how you'd like to a see a [[Zelda Wii U|Zelda game]] play on the Wii U?}}
{{Interview/Q|NP|Do you have any ideas percolating regarding how you'd like to a see a [[Zelda Wii U|Zelda game]] play on the Wii U?}}
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{{Cat|Skyward Sword Interviews|2011-08-00}}
{{Cat|Skyward Sword Interviews|2011-08-00}}
{{Cat|A Link Between Worlds Interviews|2011-08-00}}
{{Cat|A Link Between Worlds Interviews|2011-08-00}}
{{Cat|Zelda Wii U Interviews|2011-08-00}}
{{Cat|Breath of the Wild Interviews|2011-08-00}}