Interview:Iwata Asks: A Link Between Worlds: Difference between revisions

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| interviewer = [[Satoru Iwata]]
| interviewer = [[Satoru Iwata]]
| description = ''[[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]]'' developers give a history of the game's development.
| description = ''[[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]]'' developers give a history of the game's development.
| source = [http://iwataasks.nintendo.com/interviews/#/3ds/a-link-between-worlds]
| source = [https://iwataasks.nintendo.com/interviews/#/3ds/a-link-between-worlds]
}}
}}


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{{Interview/A|Aonuma|Right. So we didn't have any ideas to make us say, "This is it!" Maybe the director should talk about that.}}
{{Interview/A|Aonuma|Right. So we didn't have any ideas to make us say, "This is it!" Maybe the director should talk about that.}}


{{Interview/A|Shikata|Sure! (laughs) In ''The Legend of Zelda: A Link to the Past'', the place with the greatest difference between high and low was the [[Tower of Hera]], and it's structured so you go up and up. With that tower as a basis, we tried making a 3D dungeon. But I was still making ''Nintendo Land'' at that time, so Tominaga-san thought over that dungeon for a long time.}}
{{Interview/A|Shikata|Sure! (laughs) In ''The Legend of Zelda: A Link to the Past'', the place with the greatest difference between high and low was the [[Tower of Hera (A Link to the Past)|Tower of Hera]], and it's structured so you go up and up. With that tower as a basis, we tried making a 3D dungeon. But I was still making ''Nintendo Land'' at that time, so Tominaga-san thought over that dungeon for a long time.}}


{{Interview/A|Tominaga|We wanted to emphasize how tall the tower is, so I thought about making use of 60fps for something really satisfying, in getting the actions to feel great when you climb further and further up the tower. For example, if you hit a jump platform with the [[Hammer]], you fly to the floor above.}}
{{Interview/A|Tominaga|We wanted to emphasize how tall the tower is, so I thought about making use of 60fps for something really satisfying, in getting the actions to feel great when you climb further and further up the tower. For example, if you hit a jump platform with the [[Hammer]], you fly to the floor above.}}
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{{Interview/A|Shikata|We decided to make becoming a mural only a means of movement so the players wouldn't get confused.}}
{{Interview/A|Shikata|We decided to make becoming a mural only a means of movement so the players wouldn't get confused.}}


==Rethinking the Unquestioned==
==Rethinking the Unquestioned==