Thursday, November 10, 2011

Legend of Zelda: Skyward Sword - interview

Nick Cowen speaks Eiji Aonuma, producer of The Legend of Zelda: Skyward Sword

Zelda is celebrating its 25th anniversary this year. What do you think has to survive the series for so long


believe - and I think Mr. Miyamoto agree with that - that since Ocarina of Time, our goal has always been to produce something different, something you've never seen before in a video game. To this end, many previous innovations have become something that can be seen in a Zelda game.

Zelda is not really a genre in itself, but not be limited to a single genre. With Zelda always try to do something unique. I think this and the fact that we continue to push for new ideas for each title has remained the series of frescoes in recent years.

I would say that the softness is the key feature of the franchise?

think if the players see it like that, I'd be very happy (laughs).


What do you think were the most important titles in the series and why?

Well, the original, of course! (Laughter). There would be 25 years without the first Legend of Zelda! The turning point in the series, however, was Ocarina of Time, because that's when we went in 3D.

The third title is the most important Skyward Sword, which is the best realization of what we think Zelda should be on the current generation of consoles and the public sector today. Do we have fought all these years.


How to start a new Zelda title? Does it start with a story or a game? And it's the development cycle of a democratic process?


Well, it took five years to Skyward Sword and the beginning of the development cycle, there was a long process of sorting the basics of the game . When we started, we started with the main features of the game - the elements and how they are used, the sword and how they can be used with the Wii Motion Plus. All you need to be fun and had to be easy to play with the Wii Motion Plus, from the battle menu and how items are selected.

time we had the basics, which began to build the story around. So because of the fighting around the sword, we thought it a good opportunity to present the Master Sword and explain the history of why the sword is a prequel to Heaven Ocarina of Time .

regarding the development cycle went, there were five or six people at the beginning, including the director, and once again, this is where the main characteristics are determined. Then suddenly many people joined the development team, and these people obviously have too many ideas. But the five or six project managers are the "gatekeepers", if you will, the entire game.
Wii Motion Plus has changed the direction of the game? Is the emphasis now more on combat than previous games in the series?



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