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Legend of Zelda Skyward Sword

Discussion in 'General Gaming' started by Answer Man, Jul 8, 2010.

  1. Answer Man

    Answer Man Man I'm Awesome

    SOURCE: http://www.1up.com/scripts/tinymce/jscripts/tiny_mce/www.1up.com/e3.nintendo.com/iwata-asks
    Satoru Iwata: Just announced, a brand new The Legend of Zelda game.

    Eiji Aonuma: It’s called The Legend of Zelda: Skyward Sword.

    Iwata: What made you decide on that subtitle?

    Aonuma: Well first we thought it has to be about a sword. The story revolves around a sword, and additional the skies play a key element this time. To incorporate these factors, we visualized an image of a sword pointing skyward, something really symbolic and that’s where the name “Skyward Sword” came from.

    Iwata: How did this The Legend of Zelda get started, Miyamoto-san?

    Shigeru Miyamoto: When the Wii console came out we wanted to come out with a Wii Zelda right away, so we released a Zelda for both Wii and GameCube at the same time. But we still had a lot of ideas that we could only do on Wii so just like that we started development for the Wii only version.

    Aonuma: There was a sense that we had made The Legend of Zelda: Twilight Princess too big. We felt like we weren’t able to fully leverage it’s scale and not quite package it into one solid piece. So we wanted to make sure we first built a strong foundation for the game and then create a compact, yet solid playing experience.

    Iwata: I see. You’re not saying there were too much to enjoy, but rather you might have been able to increase the density of game elements while packaging so many stages and other ideas in its vast world.

    Miyamoto: Yeah, it’s really more, it’s not about game density, but about the density of play.

    Aonuma: You know there are a lot of twists and turns during development as we bring the game together. But we tend to move forward fueled by sheer momentum even though we might have some doubts. During all of this we saw the release of Wii Sports Resort which fully utilized the Wii Motion Plus accessory and that made a huge impact on the way Wii Motion Plus is used in our game.

    Iwata: Is it because you saw Wii Sports Resort that the new Legend of Zelda game will only be playable with Wii Motion Plus?

    Aonuma: With Wii Motion Plus you would assume that being able to swing a sword around any way you please would be the way to go and we actually tried it but being able swing a sword around freely doesn’t really mean…

    Iwata: Being able to swing freely and it being fun are completely different things.

    Aonuma: Yes, that’s right. But I wasn’t able to figure it out. We did it the free way but I didn’t feel the effectiveness I was expecting. So we kept working on it. However, the lack of effectiveness made it so the foundation in which this high density gameplay needs to be built wasn’t getting done. So before Wii Sports Resort was finished, I told the staff “you know we shouldn’t do this Wii Motion Plus in The Legend of Zelda: Skyward Sword”.

    Iwata: You told them.

    Aonuma: For a while we gave up on the Wii Motion Plus accessory and went ahead without it. But when Wii Sports Resort came out Eguchi-san, the producer, came up to me and asked me a question. He asked since he was able to make the swordplay game work in Wii Sports Resort, why wasn’t I doing the same thing in The Legend of Zelda: Skyward Sword?

    Iwata: He actually bluntly, very bluntly.

    Aonuma: Well I think so. Since I had already played it, I told him that I agreed with him and then I went talk to Miyamoto-san about it.

    Iwata: And what kind of position did Miyamoto-san take?

    Miyamoto: I was the one who asked Mr. Eguchi to go say that to Mr. Aonuma so everything was going according to plan. (laughs)

    Iwata: So you were dancing around the palm of Miyamoto-san.

    Miyamoto: I wasn’t just making him dance! We had talked about it several times at that point. But coming from me it wasn’t persuasive. I thought we should go deeper into that desire to be able to swing your sword around with your hand freely.

    Iwata: Miyamoto-san you're always very persistent when it comes to the correlation between physical experience and games.

    Miyamoto: Yeah. But this is the only kind of thing that can be done on Wii so I see it as a chance, it’s worth the effort. We just, we have to have the confidence that if we do it right people will see that this way is better, it’s a better way to play. So once we decided to focus on the sword we found it fun. But we also found you wanted to charge up your sword. We’ve always had the habit of using the A button to charge but then that’s going to require more button presses in the game.

    Iwata: Charging with the A button is standard practice in games.

    Miyamoto: Yeah, we talked about this. We thought that you have to stop swinging. If you swing you stop your swing at some point. And if by stopping your swing you charge your sword it feels very natural. We started saying “pressing a button to charge up, that’s just weird!” And then it just made sense.

    Iwata: With a device like the Wii Motion Plus that can detect such movement, your able to make your sword charge by stopping just like the real thing. When your team feels it out and can feel it working, that’s when you know you’re headed in the right direction.

    Aonuma: When we made The Legend of Zelda: Twilight Princess Miyamoto-san was saying he wanted to make Link raise his sword up high while riding Epona. We tried to make it work, but we weren’t able to really make it feel like he was raising his sword up in the air.

    Iwata: Right.

    Aonuma: That’s because we didn’t have the Wii Motion Plus accessory. But from what I just heard just now, I think it’s really important to be able to hold the sword still in a fighting stance. Because you’re able to do this you can just go right into the game.

    Miyamoto: When we made the Wii Motion Plus we thought there had to be mouse-like control too. The Wii has a pointer.

    Iwata: Yes, the pointer that you point to the screen.

    Miyamoto: I love the double hookshot that we had in Twilight Princess; I think it’s really unique. But after you cling on to a wall and then you aim at the next spot it takes a while each time, you lose track of the pointer. I wanted to make controls like that feel good and be able to do things like a 3D mouse. This feature has been decided to be built into the Wii Motion Plus when we designed it. We made sure we implemented these two features in Zelda as well.

    Iwata: The way the pointer works using the Wii Motion Plus is very interesting.

    Aonuma: We’ve already done the type of pointing that uses the sensor bar. Even though we’ve done that before when we tried this new way it felt great. But at the same time we were used to the old way so that back and forth happened for quite some time. That being said the term freestyle fits really well with how it works. You can control it anyway you like and it feels like that part is already finished.

    Iwata: If there are people who have predetermined thoughts that controls with the Wii Remote are good for beginners but not good for the deeper game players, I would really those people to try out the new Zelda game.

    Miyamoto: That’s right. You know the history of Zelda is one that however complex the controls or however many items you have, it’s really been important to access those elements very simply. This goes back to the N64 era where we assigned different items to each of the 4 face buttons.

    Iwata: So the players could just select which button to push rather than opening up icons and having to choose from a list.

    Miyamoto: When you’re in the middle of a heated sword battle and you instantly want to switch to a bow and arrow to shoot, well, you shoot arrows from afar so maybe in a battle you might switch to a slingshot, but you can do it, you can shoot right away.

    Aonuma: Yeah. And there’s no confusion either. Your body will remember where the items are. So you’re able to learn by the way you’re holding the Wii what items you’re able to pull up right away.

    Iwata: We have the Japanese expression that our fingers remember what to do but now our bodies remember now.

    Miyamoto: It’s like you put what item in what pocket.

    Iwata: Miyamoto-san your EAD team’s approach in making games could defined as a team that focuses on new ways to play rather than creating a new world. Even so, when a world gets as big as The Legend of Zelda I think the need to build out the world, the settings, and creating the scenarios including all of the details become very important. But Miyamoto-san, you said that for this new Zelda game you had been placing significant priority on specifically on how the game will be played since it started development.

    Miyamoto: Yeah, that’s right. As we’re making Zelda I continue to discuss with Aonuma-san and the team as to why and what makes Zelda so much fun. We talk a lot about what is that flavor of Zelda. I think there’s a sense of realism in being in the land of Hyrule. But I think that realism comes from the characters and the details of the scenes. You need a sense that you are actually doing these actions, that you are in that world. So in that sense pushing a huge block is actually kind of absurd. I don’t think anyone wants to see a young man pushing giant blocks with graphics that are better than that of the GameCube.

    Iwata: There is no way someone could push an object bigger than them that’s most likely made out of stone.

    Miyamoto: And you know, it’s not like it’s comedic, he has a serious look on his face of what he is doing. But that’s fun when you actually play it. It’s because there’s some sense of experience. You feel it.

    Iwata: You feel it. Word has been out that we’ve been working on the next Zelda game for a while, and now that it’s been officially announced and you were able to explain the controls, what you can do, and the world it takes place in, I think many people are looking forward to it. Do you have anything you’d like to say to them?

    Aonuma: Hmm. Well I’ve been talking about this with Miyamoto-san and we’ve been throwing around the phrase “back to basics” as we were asking each other what core elements made The Legend of Zelda games fun.

    Iwata: By pursuing why Zelda games are fun, you boil it down and make it denser. That’s what this new game is about, right?

    Aonuma: Yes, that’s right. And that’s why we need all the things like story and world design and as we pull these things together we add more and more to make sure people can fully enjoy the game. I feel the process is working, I feel it firsthand that things are coming together nicely. As you start playing and start enjoying the game, all of these elements will gradually fill up your experience, and I think that’s what it’s going to feel like when you play. And that’s what I want people to enjoy when they’re playing the game.
     
  2. Zero

    Zero ♫♪♫Dear☺God♫♪♫

    Am I the only one who is excited for this? Demo sucked but the trailer was very nice.
     
  3. GrandShadow

    GrandShadow I accept your challange.

    yeah the E3 demo kinda sucked because of the glitches but i totally can't wait for the game. i mean i've played and loved every Zelda since the original(the only one i didn't like was Zelda 2) and this looks to combine the epic of Twilight Princess with the awesome of Ocarina of Time. and did you notice the graphics? they look like a combination of Twilight Princess and Wind Waker. awesome
     
  4. Zero

    Zero ♫♪♫Dear☺God♫♪♫

    Yeah, but what a difference from twilight princess graphics to this game graphics.
     
  5. Answer Man

    Answer Man Man I'm Awesome

    i think im one of the few that like the wind waker graphics but i also liked TP's. But im with u Zero i cant wait for this new game, its like the a prequel for all of them. Im dying to know how the links came to be. or the master sword. cant wait..
     
  6. Blade

    Blade Heroes Have One or Two

    Honestly, I was kinda disappointed about the the graphics. I liked TP's graphics. And another thing that bothered me were the boots. I don't know why but I just hate his boots. Other than that, I am psyched about this game.
     
  7. Arnheln

    Arnheln New Member

    New info just released.

    According to Satoru Iwata of Nintendo "The majority of the gameplay in 'The Legend of Zelda: Skyward Sword' will be Flight Sim based".
     
  8. Desert Warrior

    Desert Warrior Well-Known Member

    This game is much brighter than TP.
     

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