Interview:GamesRadar November 9th 2011: Difference between revisions

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{{Infobox|interview|2011-11-09
{{Infobox|interview|2011-11-09
|date = November 9, 2011
|date = November 9, 2011
|interviewee = [[Eiji Aonuma]]<br>[[Koji Kondo]]
|interviewee = [[Eiji Aonuma]]<br/>[[Koji Kondo]]
|interviewer = GamesRadar
|interviewer = GamesRadar
|description = Kondo talks about composing for Zelda in the past and the present.  Aonuma is asked about developing Ocarina of Time 3D, Skyward Sword, and future games.
|description = Kondo talks about composing for Zelda in the past and the present.  Aonuma is asked about developing Ocarina of Time 3D, Skyward Sword, and future games.
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{{Interview/A|Koji Kondo|Not at all!}}
{{Interview/A|Koji Kondo|Not at all!}}


{{Interview/Q|GR|How does it feel to have your music played at an event like the [[25th Anniversary#The Legend of Zelda 25th Anniversary Symphony|25th anniversary concert]]?}}
{{Interview/Q|GR|How does it feel to have your music played at an event like the [[The Legend of Zelda 25th Anniversary#The Legend of Zelda 25th Anniversary Symphony|25th anniversary concert]]?}}


{{Interview/A|KK|I'm very happy and very honored.}}
{{Interview/A|KK|I'm very happy and very honored.}}
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{{Interview/Q|GR|So switching gears, Aonuma-san, you were a director on the original [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]. How was your experience working on the [[The Legend of Zelda: Ocarina of Time 3D|3DS remake]]?}}
{{Interview/Q|GR|So switching gears, Aonuma-san, you were a director on the original [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]. How was your experience working on the [[The Legend of Zelda: Ocarina of Time 3D|3DS remake]]?}}


{{Interview/A|Eiji Aonuma|At the time, after finishing Ocarina of Time, there were still a lot of things that we wished we could have done with the game, and of course we took a lot of those ideas and applied them to [[The Legend of Zelda: Majora's Mask]]. But even after creating the game, I still felt that there were things that I wish we could have done within Ocarina itself. So this time when creating it for the Nintendo 3DS, I felt like it was a great time to go in and make some of those changes and improvements.{{n}}{{n}}In particular, I hope that the [[Water Temple]] has now become something that's much more enjoyable for people to play through (laughs).}}
{{Interview/A|Eiji Aonuma|At the time, after finishing Ocarina of Time, there were still a lot of things that we wished we could have done with the game, and of course we took a lot of those ideas and applied them to [[The Legend of Zelda: Majora's Mask]]. But even after creating the game, I still felt that there were things that I wish we could have done within Ocarina itself. So this time when creating it for the Nintendo 3DS, I felt like it was a great time to go in and make some of those changes and improvements.{{n}}{{n}}In particular, I hope that the [[Water Temple (Ocarina of Time)|Water Temple]] has now become something that's much more enjoyable for people to play through (laughs).}}


{{Interview/Q|GR|So are there any aspects of the 3DS that you think work particularly well for the Zelda series?}}
{{Interview/Q|GR|So are there any aspects of the 3DS that you think work particularly well for the Zelda series?}}
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{{Interview/A|EA|Of course with the Nintendo DS games, one of the things that we looked at was how we could utilize touch control with the Zelda series, particularly of course with the first game, [[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]], and then refining it again after that. With Ocarina of Time 3D for Nintendo 3DS that was another thing we looked at, was what sort of touch screen control was really suited to that game.{{n}}{{n}}I do think that in general, touch control is something that works very well for the Zelda series. But the other thing we did with Ocarina of Time 3D of course was the motion control. The idea is that you're able to take some of those items that you use to aim in first person, and you can now aim them yourself with the motion control. In particular, it gives the feeling that the game world extends beyond the screen and really helps give you the feeling that the game world exists all around you. I thought that was something that worked really well with Ocarina 3D.}}
{{Interview/A|EA|Of course with the Nintendo DS games, one of the things that we looked at was how we could utilize touch control with the Zelda series, particularly of course with the first game, [[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]], and then refining it again after that. With Ocarina of Time 3D for Nintendo 3DS that was another thing we looked at, was what sort of touch screen control was really suited to that game.{{n}}{{n}}I do think that in general, touch control is something that works very well for the Zelda series. But the other thing we did with Ocarina of Time 3D of course was the motion control. The idea is that you're able to take some of those items that you use to aim in first person, and you can now aim them yourself with the motion control. In particular, it gives the feeling that the game world extends beyond the screen and really helps give you the feeling that the game world exists all around you. I thought that was something that worked really well with Ocarina 3D.}}


{{Interview/Q|GR|So working on Ocarina 3DS, did you get any ideas for a new Zelda 3DS game?}}
{{Interview/Q|GR|So working on Ocarina 3DS, did you get any ideas for a new [[The Legend of Zelda: A Link Between Worlds|Zelda 3DS]] game?}}


{{Interview/A|EA|Of course! But I can't give any concrete examples…}}
{{Interview/A|EA|Of course! But I can't give any concrete examples…}}
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{{Interview/A|EA|I don't think we could go back to button control, especially after creating something that's as natural to use as the interface that we have with the Wii Remote Plus in Skyward Sword. I think Nintendo will continue to have that focus on motion control and we'll see that continue to evolve. And the hardware as well, in a way that will let people control things very naturally just using their own motions.}}
{{Interview/A|EA|I don't think we could go back to button control, especially after creating something that's as natural to use as the interface that we have with the Wii Remote Plus in Skyward Sword. I think Nintendo will continue to have that focus on motion control and we'll see that continue to evolve. And the hardware as well, in a way that will let people control things very naturally just using their own motions.}}


{{Interview/Q|GR|Looking forward, can you say anything about the [[Zelda Wii U|Wii U Zelda]] project?}}
{{Interview/Q|GR|Looking forward, can you say anything about the [[The Legend of Zelda: Breath of the Wild|Wii U Zelda]] project?}}


{{Interview/A|EA|What can I say…? It's a difficult question (laughs). We're just getting started on it even as we speak, so I'm just worried that if I let something slip that's off that mark…{{n}}{{n}}The feedback that I've been getting from a lot of people on Skyward Sword is that they like the game very much, so of course I think probably the most important thing that we're focusing on right now is how do we take those elements that people seem to really love about Skyward Sword, and really bring that and connect that to what we do with Zelda on the Wii U while still continuing to evolve the game.}}
{{Interview/A|EA|What can I say…? It's a difficult question (laughs). We're just getting started on it even as we speak, so I'm just worried that if I let something slip that's off that mark…{{n}}{{n}}The feedback that I've been getting from a lot of people on Skyward Sword is that they like the game very much, so of course I think probably the most important thing that we're focusing on right now is how do we take those elements that people seem to really love about Skyward Sword, and really bring that and connect that to what we do with Zelda on the Wii U while still continuing to evolve the game.}}
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{{Cat|Interviews with Koji Kondo|2011-11-09}}
{{Cat|Interviews with Koji Kondo|2011-11-09}}
{{Cat|Skyward Sword Interviews|2011-11-09}}
{{Cat|Skyward Sword Interviews|2011-11-09}}
{{Cat|Zelda Wii U Interviews|2011-11-09}}
{{Cat|Breath of the Wild Interviews|2011-11-09}}
{{Cat|Zelda 3DS Interviews|2011-11-09}}
{{Cat|A Link Between Worlds Interviews|2011-11-09}}