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==Development== | ==Development== | ||
{{Main|Skyward Sword Staff}} | [[File:SS_Bomb.png|30px|left]]{{Main|Skyward Sword Staff}} | ||
[[File:SkywardSwordBackground.jpg|thumb|250px|right|Skyward Sword Official Artwork.]] | [[File:SkywardSwordBackground.jpg|thumb|250px|right|Skyward Sword Official Artwork.]] | ||
Development began shortly after the release of ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' in 2007, though it didn't really take off until the team, including director [[Hidemaro Fujibayashi]], returned from work on ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]''.{{Ref|name=IGN development|[[Interview:IGN June 16th 2010|IGN]], June 16th, 2010}} Early on, the developers wished to improve on Twilight Princess's cursory motion controls by providing a complete 1:1 experience.{{Unsourced}} Encountering much difficulty, this idea was eventually scrapped in favor of focusing on more pressing issues of early development. Wii MotionPlus was picked back up when [[Eiji Aonuma]] saw its success in the newly released game ''Wii Sports Resort'', and was successfully incorporated into the final product.{{Ref|name=IGN development}} | Development began shortly after the release of ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' in 2007, though it didn't really take off until the team, including director [[Hidemaro Fujibayashi]], returned from work on ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]''.{{Ref|name=IGN development|[[Interview:IGN June 16th 2010|IGN]], June 16th, 2010}} Early on, the developers wished to improve on Twilight Princess's cursory motion controls by providing a complete 1:1 experience.{{Unsourced}} Encountering much difficulty, this idea was eventually scrapped in favor of focusing on more pressing issues of early development. Wii MotionPlus was picked back up when [[Eiji Aonuma]] saw its success in the newly released game ''Wii Sports Resort'', and was successfully incorporated into the final product.{{Ref|name=IGN development}} |
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