The Legend of Zelda series producer Eiji Aonuma told CNET that the spiritual successor to The Legend of Zelda: A Link to the Past will be a significant departure from the way most Zelda games are played. For example, the forthcoming game introduces at least one brand-new mechanic, which is Link’s ability to shift from a 3D character into a 2D drawing.
The inspiration for the new ability comes from one of the bosses in The Legend of Zelda: Ocarina of Time. The Forest Temple’s main antagonist, Phantom Ganon, had the ability to jump into one of six paintings on a wall – to which Aonuma wondered, “what if Link could have the same power?”
Furthermore, Aonuma confirmed that a light and dark world will make an appearance in the game, though it’s unknown as to whether it will be similar to the mechanic seen in the orignal SNES game. The sequel to The Legend of Zelda: A Link to the Past is scheduled to arrive this holiday, exclusively for Nintendo 3DS.
The recently announced Zelda game for Nintendo 3DS, which takes place in the world of The Legend of Zelda: A Link to the Past, has been in the works for over a year. Series producer Eiji Aonuma revealed that Nintendo developers have been thinking about the concept of restructuring a 2D Zelda into 3D since 2011. The new Zelda game is scheduled to launch this holiday season.
Legendary Zela series producer Eiji Aonuma has taken to Wii U social network Miiverse to discuss the recently unveiled The Legend of Zelda: A Link to the Past successor. Aonuma says development on the game is progressing well and that Nintendo hopes to share more news at a later date. Here’s the message that Aonuma posted on Miiverse.
“Hello everyone, Eiji Aonuma here! In the latest Nintendo Direct, we announced an entirely new Zelda game for Nintendo 3DS, which takes place in the world of The Legend of Zelda: A Link to the Past!”
“I’m sure those of you familiar with A Link to the Past could imagine what kind of game a sequel would be – but I think you’ll be surprised at quite how different it is when you actually play it!”
“Still, that’s difficult to convey just through an announcement, so we’re releasing a 3D video in the Nintendo eShop for Nintendo 3DS as well.”
“Experience Hyrule reborn in a highly realistic three-dimensional world. A new story and fresh dungeon puzzles await you in this brand-new Zelda game! Development is progressing well, so expect to hear more about it soon!”
Earlier today, during its Nintendo Direct online presentation, Nintendo revealed a brand-new game in The Legend of Zelda series. The game will be set in the world of The Legend of Zelda: A Link to the Past, and it is not a remake of the SNES title. Furthermore, Nintendo has confirmed that the upcoming game is being developed by series producer Eiji Aonuma and his team at Nintendo Entertainment Analysis and Development (EAD). The untitled game will be released exclusively for the Nintendo 3DS.
Zelda producer Eiji Aonuma told viewers of today’s Nintendo Direct presentation that the new Zelda Wii U will ultimately rethink the conventions of Zelda. Aonuma said that Nintendo want to set aside conventions, get back to basics and create a newborn Zelda so that the players can best enjoy the real essence of the franchise. He went on to say that the game is still a long way off, so we shouldn’t expect it anytime soon. Here’s what he had to say.
“Our mission in developing this new Zelda game for Wii U is quite plainly to re-think the conventions of Zelda. I’m referring to the expectation that the player is supposed to complete dungeons in a certain order, or that you’re supposed to play by yourself. The things we’ve come to take for granted recently.
“We want to set aside these conventions, get back to basics and create a newborn Zelda so that the players can best enjoy the real essence of the franchise.”
He admitted that Nintendo hadn’t managed to achieve this goal with Skyward Sword. “We had actually worked on this kind of challenge with Skyward Sword, but we weren’t able to put effort into changing the linear path structure of the game.”
“I hope to be able to talk to you in more detail about how it will change after I see it come together a bit more.”
During a recent interview, Shigeru Miyamoto confirmed that Nintendo is preparing the next Legend of Zelda title for the Nintendo 3DS. Fans of the franchise will have to wait “just a little while longer” for any specific details regarding the game. Nintendo is still deciding which Zelda game – Majora’s Mask or A Link to the Past – would be a better fit for 3DS users.
Zelda producer Eiji Aonuma has shown interest in developing a remake for The Legend of Zelda: Majora’s Mask, while Shigeru Miyamoto has revealed that he would like to make a new Zelda game “based on, or starting from” SNES classic A Link to the Past. Which Zelda game would you want most on the 3DS: a remake of A Link to the Past, a sequel to A Link to the Past, or a remake of Nintendo 64′s Majora’s Mask?
“We haven’t quite decided yet, whether we’re going to do A Link to the Past, because there’s also the possibility of doing a remake of Majora’s Mask. This is something we’ve certainly been talking about and doing a little bit of experimenting with, to figure out which way we’re going to go.”
The Legend of Zelda producer Eiji Aonuma has sat down with IGN to discuss the Zelda series. Aonuma talks about a range of things including working with other developers, adding complexity to the game, and how the tutorial process in The Legend of Zelda: Skyward Sword worked. Here’s a few choice extracts from the interview:
“I’m not really opposed to adding more complexity to Zelda,” Aonuma told us. “However, I don’t think Zelda needs complicated elements that have to be mastered before a player can enjoy the core of the game’s appeal. I think Zelda should be a game that is simple but that also has enough depth and variety to enable players to continue to make new discoveries.”
“The tutorial process in [Skyward Sword] wasn’t designed with the specific goal of educating new players. The process was designed to let the player become familiar with the world of Skyloft and to communicate with its residents,” Aonuma told us. “After the tutorial process, Zelda disappears and Link has to descend by himself to the unexplored surface world. The intent of the tutorial is to give players a strong connection to Skyloft, which is Link’s home, and to Zelda.”
“Nintendo’s developers will continue to work on a number of different titles, and I think that we will have to rely on outside companies for graphics and other elements that require massive resources,” Aonuma said, specifically addressing the idea of future partnerships. “I’m satisfied when the cooperation between Nintendo and other companies becomes something meaningful for both parties.”
Legend of Zelda producer Eiji Aonuma has told Develop Online that he’s always looking for ways to impress legendary games designer Shigeru Miyamoto and that’s one of the reasons why he’s so motivated to make the Zelda franchise as good as possible.
And how do you keep yourself and those staff creatively motivated and enthusiastic when the Zelda series has been around for so long?
My staff really are driven and kept motivated by the idea of seeing the players enjoy their creations. That is what I try and make them strive for and that is why they invest part of their life over many years into these games.
In my case, for me it is about impressing Mr Miyamoto; that’s the big one and that’s what keeps me motivated.
Zelda series producer Eiji Aonuma recently had the chance to answer some questions about the highly anticipated Legend of Zelda: Ocarina of Time remake for the Nintendo 3DS.
Moving onto 3DS, can you tell us more about the new Ocarina Of Time game?
“I am excited. We are at the planning stages at the moment. I don’t want to give away too much right now, but I am looking forward to showing everyone what we have.”
“The 3D technology is perfect for The Legend Of Zelda series. It’s everything from the depth that you get from riding through vistas, or a more accurate sense of distance between you and the enemy you are fighting. I think it is perfect for this series. Of course we are very excited to see what it can do.”
Is developing for a 3D console more demanding?
“One of the things that I want to take up further going forward is how playing in 3D effects things – does it make you tired? Do you want to create a game where players are sitting in front of their systems for a long period of time? Obviously there are things that can be done in 3D but we don’t have to shoehorn it in.”
“If it’s beneficial, of course we’ll want to use it. So what I would like to do is to take a look at what other people are doing out there, see what the reaction is, then go back and figure out exactly what I want out of 3D.”
Would you ever work on another franchise?
“I probably have to at some point! The problem is that when I start thinking about new ideas and new gameplay elements I end up incorporating them into a Zelda title! For me to be able to create a non-Zelda title I might have to take a leave of absence for a year and go away from the company and do it!”
- Zelda series producer, Eiji Aonuma
Zelda series producer Eiji Aonuma has explained why his team decided to incorporate a new art style for The Legend of Zelda: Skyward Sword for the Nintendo Wii.
“One of the reasons we’ve chosen the art style we have with Skyward Sword is that it is a better vehicle to showcase the exaggerated characteristics of some of the characters.”
“Not only of the enemy characters, but as a representation of the sword spirit itself. Because of the way we have put the game together you have to focus on how the enemy is carrying their weapon, and there are a couple of different ways you can go about that.
“One, you can be super realistic, and the other, not so realistic. We thought that because we want to highlight the sword fighting combat, we have to exaggerate the features. We thought that the art style we chose was best suited to do that.
“You have to match the art style to how the game plays, and we thought this worked best. We matched the artwork so that we can highlight the over-exaggeration in the gameplay.
- Eiji Aonuma