Interview:Official Nintendo Magazine March 2014: Difference between revisions

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{{Interview/A|Aonuma|With [[The Legend of Zelda: The Wind Waker HD|The Wind Waker HD]] we naturally expected many people to have played the [[The Legend of Zelda: The Wind Waker|previous version]], so we made the harder Hero mode available from the beginning. However, although it is a sequel, this time we have a brand new game.<br><br>We felt that it was more suitable to have the players first enjoy the game at an appropriate difficulty level and then let them try a harder challenge.}}
{{Interview/A|Aonuma|With [[The Legend of Zelda: The Wind Waker HD|The Wind Waker HD]] we naturally expected many people to have played the [[The Legend of Zelda: The Wind Waker|previous version]], so we made the harder Hero mode available from the beginning. However, although it is a sequel, this time we have a brand new game.<br><br>We felt that it was more suitable to have the players first enjoy the game at an appropriate difficulty level and then let them try a harder challenge.}}
{{Interview/A|Aonuma|The recent Zelda games have been rather linear, as I thought players didn't like getting lost, wondering what to do, or where to go. However, I've come to question this 'traditional' approach as I felt that we couldn't gain the sense of wonder that existed in the original Legend of Zelda, in which you made unexpected encounters and where what used to be impossible would suddenly become possible.}}
{{Interview/A|Ryo Nagamatsu|By "orchestra", I assume you mean live orchestra. We never intended to use a live orchestra for the development of this game. There are various reasons to this from a development perspective.<br><br>The most prominent reason is that we wanted to create optimal sound for Nintendo 3DS. Live orchestras are definitely impressive, but they produce too much reverberation and include too many low-pitch sounds to be suitable for the Nintendo 3DS speakers.<br><br>This time, our goal was to create sounds that satisfied both players who use headphones and those who don't. We wanted, therefore, orchestra-quality sounds that had the appropriate reverberation and instrumental arrangement for the Nintendo 3DS speakers. We concluded that the best approach would be to use the high quality sound resources that are now available to us.}}




{{Cat|Interviews with Eiji Aonuma|2014-03-00}}
{{Cat|Interviews with Eiji Aonuma|2014-03-00}}
{{Cat|A Link Between Worlds Interviews|2014-03-00}}
{{Cat|A Link Between Worlds Interviews|2014-03-00}}
{{Cat|Needed Interviews}}

Revision as of 13:13, March 13, 2014

Official Nintendo Magazine March 2014

Date

March 2014

Interviewee

Interviewer

Official Nintendo Magazine

Description

Aonuma explains why Hero Mode in A Link Between Worlds has to be unlocked while it doesn't in The Wind Waker HD.

Source

[1]

Aonuma: With The Wind Waker HD we naturally expected many people to have played the previous version, so we made the harder Hero mode available from the beginning. However, although it is a sequel, this time we have a brand new game.

We felt that it was more suitable to have the players first enjoy the game at an appropriate difficulty level and then let them try a harder challenge.
Aonuma: The recent Zelda games have been rather linear, as I thought players didn't like getting lost, wondering what to do, or where to go. However, I've come to question this 'traditional' approach as I felt that we couldn't gain the sense of wonder that existed in the original Legend of Zelda, in which you made unexpected encounters and where what used to be impossible would suddenly become possible.
Ryo Nagamatsu: By "orchestra", I assume you mean live orchestra. We never intended to use a live orchestra for the development of this game. There are various reasons to this from a development perspective.

The most prominent reason is that we wanted to create optimal sound for Nintendo 3DS. Live orchestras are definitely impressive, but they produce too much reverberation and include too many low-pitch sounds to be suitable for the Nintendo 3DS speakers.

This time, our goal was to create sounds that satisfied both players who use headphones and those who don't. We wanted, therefore, orchestra-quality sounds that had the appropriate reverberation and instrumental arrangement for the Nintendo 3DS speakers. We concluded that the best approach would be to use the high quality sound resources that are now available to us.