Interview:Nintendo Power December 6th 2011: Difference between revisions

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|interviewer = Nintendo Power
|interviewer = Nintendo Power
|description = With ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'' released, Aonuma shares information about the game's development.
|description = With ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'' released, Aonuma shares information about the game's development.
|source = [http://www.zeldadungeon.net/2011/12/eiji-aonuma-nintendo-power-interview-talks-skyward-sword-zelda-wii-u/]
|source = [https://www.zeldadungeon.net/eiji-aonuma-nintendo-power-interview-talks-skyward-sword-zelda-wii-u/]
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}}


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{{Interview/Q|NP|There definitely seems to be more challenge than in some recent Zelda games. Aside from [[Hero Mode|Hero mode]], what would you consider to be the most challenging part of Skyward Sword?}}
{{Interview/Q|NP|There definitely seems to be more challenge than in some recent Zelda games. Aside from [[Hero Mode|Hero mode]], what would you consider to be the most challenging part of Skyward Sword?}}


{{Interview/A|EA|That's a difficult question to answer. We started development of Skyward Sword determined to confront all of the conventions of the Zelda series that we take for granted, and I think that led to a lot of them being transformed into something more challenging, in the sense that they won't be what longtime Zelda fans are expecting. Now, we didn't make such decisions lightly; they came from a painstaking process of distilling years of feedback from fans and the opinions of experienced Zelda-team members who felt that certain aspects of the series needed to be reformed. Considering all that, I think it's really meaningful that we were able to complete this game when we did, on the [[25th Anniversary|25th anniversary]] of the Zelda series.}}
{{Interview/A|EA|That's a difficult question to answer. We started development of Skyward Sword determined to confront all of the conventions of the Zelda series that we take for granted, and I think that led to a lot of them being transformed into something more challenging, in the sense that they won't be what longtime Zelda fans are expecting. Now, we didn't make such decisions lightly; they came from a painstaking process of distilling years of feedback from fans and the opinions of experienced Zelda-team members who felt that certain aspects of the series needed to be reformed. Considering all that, I think it's really meaningful that we were able to complete this game when we did, on the [[The Legend of Zelda 25th Anniversary|25th anniversary]] of the Zelda series.}}


{{Interview/Q|NP|Finally, now that development of Skyward Sword is complete, have you had a chance to give any more thought to what The Legend of Zelda might be like on [[Zelda Wii U|Wii U]]?}}
{{Interview/Q|NP|Finally, now that development of Skyward Sword is complete, have you had a chance to give any more thought to what The Legend of Zelda might be like on [[Zelda Wii U|Wii U]]?}}