Interview:Metro October 20th 2011: Difference between revisions

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Step forward Eiji Aonuma, who is producing the latest Zelda title for Nintendo Wii, [[The Legend of Zelda: Skyward Sword|Skyward Sword]], due out on November 18.
Step forward Eiji Aonuma, who is producing the latest Zelda title for Nintendo Wii, [[The Legend of Zelda: Skyward Sword|Skyward Sword]], due out on November 18.


‘Users recognised the birth of something exciting that was the result of everything being a leap into the unknown when we were creating the structure for [[The Legend of Zelda: Ocarina of Time|Ocarina Of Time]] in a 3D environment,’ he says. ‘I don’t think the franchise would have enjoyed long-term success if there hadn’t been an element of this in previous games. We can continually create new and more interesting titles.’
'Users recognised the birth of something exciting that was the result of everything being a leap into the unknown when we were creating the structure for [[The Legend of Zelda: Ocarina of Time|Ocarina Of Time]] in a 3D environment,’ he says. 'I don’t think the franchise would have enjoyed long-term success if there hadn’t been an element of this in previous games. We can continually create new and more interesting titles.’


Responding to claims the series has shown signs of becoming stale in recent years, Aonuma says: ‘There have been very few 'internal' changes to the Zelda formula in recent games. This time, we started development with the view that we needed to rectify this situation on Skyward Sword. We introduced some puzzles to new environments and removed the dungeon and field format as a means of breaking away from stereotyped formulae.'
Responding to claims the series has shown signs of becoming stale in recent years, Aonuma says: 'There have been very few 'internal' changes to the Zelda formula in recent games. This time, we started development with the view that we needed to rectify this situation on Skyward Sword. We introduced some puzzles to new environments and removed the dungeon and field format as a means of breaking away from stereotyped formulae.'


'We have also made theme changes possible and have allowed different games to unfold sequentially in the same location based on the same system. In so doing, we have managed to create a much more profound game than in the past, with a more compact world in which the player’s memory becomes the key to unlocking the game’s secrets.
'We have also made theme changes possible and have allowed different games to unfold sequentially in the same location based on the same system. In so doing, we have managed to create a much more profound game than in the past, with a more compact world in which the player’s memory becomes the key to unlocking the game’s secrets.
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Visually, the game has always been experimental and the French Impressionist movement provided the inspiration for Skyward Sword. Its music and sound design have been equally as iconic and Tuesday’s concert will feature songs hand-picked by celebrated Nintendo composer Koji Kondo.
Visually, the game has always been experimental and the French Impressionist movement provided the inspiration for Skyward Sword. Its music and sound design have been equally as iconic and Tuesday’s concert will feature songs hand-picked by celebrated Nintendo composer Koji Kondo.


‘Film music is aimed at expressing the emotions of the characters,’ explains Kondo. ‘The most important element of game music is to make the player feel they are immersed and interacting with the changes that are occurring in real time.’
'Film music is aimed at expressing the emotions of the characters,’ explains Kondo. 'The most important element of game music is to make the player feel they are immersed and interacting with the changes that are occurring in real time.’


'On the first Super Mario, we focussed primarily on rhythms which would express the pleasure the player feels when making Mario jump. For The Legend of Zelda, we focussed instead on the feelings the player experiences while he or she swings the sword and fells enemies, as well as the feelings of bravery and courage when moving on to new places and new adventures,' he adds.
'On the first Super Mario, we focussed primarily on rhythms which would express the pleasure the player feels when making Mario jump. For The Legend of Zelda, we focussed instead on the feelings the player experiences while he or she swings the sword and fells enemies, as well as the feelings of bravery and courage when moving on to new places and new adventures,' he adds.