![]() Also the game ended with Link embarking on a journey, so it left open the possibility of what comes after the game. ![]() We used that hint of a romance between the two to tug at the heartstrings.ĭo you see any possibility for more games in the Skyward Sword style or taking place in the same world?Įiji Aonuma: With Wind Waker, the graphics were suited to handheld gaming. We look at this game as the earliest in the Zelda timeline, so we wanted to create a story where Zelda had a role that would help explain why it is The Legend of Zelda.Īs far as the love story goes, it wasn’t that we wanted to create a romance between Link and Zelda as much as we wanted the player to feel like this is a person who’s very important to me, who I need to find. ![]() We felt it was important to make that clear to the player. This time what stood out for us was that Link and Zelda start off as childhood friends. Why did you decide to pursue a love story angle and increase Zelda’s role in Skyward Sword?Įiji Aonuma: The game is The Legend of Zelda, so every time we’re making a new game, we struggle with how we’re going to portray the title character. The goal has really been not necessarily making the story deeper, but making it more interesting so that it keeps the player wanting to play all the way through to the end of the game. We looking for ways to draw that experience out… so when it seemed like you were just about to get back together with Zelda, something would happen, and it would shift. But of course the challenge with a story like this is, once you find her, there’s no longer any need to continue exploring. The impetus for Link going out and exploring the world became Zelda falling down below and Link needing to find her. One of the main themes that drove us this time was wanting people to explore the world. We started with the idea for the overall game. As you create more Zelda games, do you have the desire to create stories that stand out from the more simplistic tales that the series started out with?Įiji Aonuma: I wouldn’t say that we were striving to create a deeper story this time around necessarily. Skyward Sword’s story doesn’t follow the predictable path of earlier titles. Because of that, I suspect maybe that the soundtrack itself feels a little bit closer to moves or animation than it does to past Zelda games. We’ve used it throughout the game – I think there’s about 30 songs total that are orchestrated. One of the reasons you may have come to that conclusion is that this is the first time we’ve used orchestrated music within a Zelda game. Koji Kondo: My impression of what it is to be Disney-esque may be somewhat different than your impression. Was that something you were drawing inspiration from with Skyward Sword? ![]() The characters and storytelling and the musical themes tied to some of the characters are reminiscent of classic Disney movies. Because it’s so tied to the motion controls, do you have any concern about future gamers being able to play and discover Skyward Sword the way that they can use the Virtual Console to play titles like Ocarina of Time or A Link to the Past?Įiji Aonuma: I think that motion control devices will continue to be attached to Nintendo hardware going forward.
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