Interview:GamesRadar November 9th 2011: Difference between revisions

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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|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|A Link Between Worlds Interviews|2011-11-09}}
{{Cat|A Link Between Worlds Interviews|2011-11-09}}