Interview:Nintendo Power August 2011 (Zelda Wii U): Difference between revisions

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{{Interview|2011-08-25
{{Infobox|interview|2011-08-00
|date = August 25, 2011
|date = August 2011
|interviewee = [[Eiji Aonuma]]
|interviewee = [[Eiji Aonuma]]
|interviewer = Nintendo Power
|interviewer = Nintendo Power
|description = Nintendo Everything's summary of the NP interview
|description = Aonuma gives his "Expert Opinion".
|source = [http://nintendoeverything.com/72352/]
|source = Nintendo Power, [http://nintendoeverything.com/72352/]
}}
}}


[[The Legend of Zelda: Skyward Sword]] producer Eiji Aonuma has commented on Wii U in the latest issue of Nintendo Power. One of his favorite aspects about the console is the ability to take advantage of two screens. This is something that Nintendo has already provided with the DS and 3DS, but Aonuma believes that the distance between the controller screen and the television will allow for new ideas.
{{Interview/A|Aonuma|I really think [having two screens is] one of the most exciting features of the system. Unlike the Nintendo DS, there's distance between the television and you and your other screen. That really allows for some different interactions, some of which you saw [at E3]. For example, imagine having the contents of [[Link]]'s satchel available to you on the screen of your controller, and using elements of the pouch to interact with gameplay on the television.<br/><br/>With [[The Legend of Zelda: Skyward Sword]], we had the Nunchuck and Wii Remote sort of stand in for the sword and shield that Link carries. But in a game for the Wii U, I can definitely see something like the controller itself becoming the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way.}}


Aonuma told the magazine:
{{Cat|Interviews with Eiji Aonuma|2011-08-00}}
 
{{Cat|Breath of the Wild Interviews|2011-08-00}}
"I really think [having two screens is] one of the most exciting features of the system. Unlike the Nintendo DS, there’s distance between the television and you and your other screen. That really allows for some different interactions, some of which you saw [at E3]. For example, imagine having the contents of [[Link]]'s satchel available to you on the screen of your controller, and using elements of the pouch to interact with gameplay on the television."
 
Aonuma went on to discuss an idea for [[Zelda Wii U]] in which the controller could act as "the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way."
 
"With The Legend of Zelda: Skyward Sword, we had the Nunchuck and Wii Remote sort of stand in for the sword and shield that Link carries. But in a game for the Wii U, I can definitely see something like the controller itself becoming the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way."
 
{{Cat|Interviews with Eiji Aonuma|2011-08-25}}
{{Cat|Zelda Wii U Interviews|2011-08-25}}
{{Cat|Interviews In Need of Transcription}}

Latest revision as of 23:07, March 3, 2020

Nintendo Power August 2011 (Zelda Wii U)

Date

August 2011

Interviewee

Interviewer

Nintendo Power

Description

Aonuma gives his "Expert Opinion".

Source

Nintendo Power, [1]

Aonuma: I really think [having two screens is] one of the most exciting features of the system. Unlike the Nintendo DS, there's distance between the television and you and your other screen. That really allows for some different interactions, some of which you saw [at E3]. For example, imagine having the contents of Link's satchel available to you on the screen of your controller, and using elements of the pouch to interact with gameplay on the television.

With The Legend of Zelda: Skyward Sword, we had the Nunchuck and Wii Remote sort of stand in for the sword and shield that Link carries. But in a game for the Wii U, I can definitely see something like the controller itself becoming the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way.