Following their quick discussion with Venture Beat regarding hypothetical ideas for Metroid on Wii U, Retro Studios had a short brainstorming session about a bit more ridiculous idea. Apparently Kensuke Tanabe, a producer on Donkey Kong Country Returns: Tropical Freeze, would love to take on the challenge of making a Tingle game that can convince Western audiences to love Tingle. When you read this, keep in mind that what Tanabe says in no way reflects any real project currently in development; he's just throwing out ideas:
"I know how hated the character of Tingle is in the U.S. I know that people cannot stand Tingle. But to me that challenge is: Could I take this character that is so reviled in the West and just [do] a complete turnaround and make him a beloved, fun character? The idea of that really just gets me going. I know we have made a Tingle game in the past, but maybe at some point down the road. …"-- Kensuke Tanabe
And, judging from the next thing he's quoted saying, it sounds like he's actually really passionate about this idea. Head past the jump to hear more!
Shigeru Miyamoto has created some fantastic games. From Super Mario Bros. 3 to Donkey Kong to Pikmin 2, the designer has one of the most impressive resumes in the history of video games. Many people hold his work in high regard, oftentimes deeming it the best the industry has seen. Miyamoto-san has left an impact on the industry that will not be forgotten in any of our lifetimes.
Yet, despite the pantheon of classics, Shigeru Miyamoto is disappointed in one of his creations. In an interview with Kotaku, the game developer revealed he believes he's made a "bad" game.
Kotaku: Do you feel like you've ever made a bad game?
Shigeru Miyamoto: Yeah...
Of course, the interviewer pressed on to know more. Here's what Shiggy had to say.
"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was..."
Oh you want to know what it is? Well you have to come inside to find out!
We previously mentioned in a totally different interview that Eiji Aonuma wasn't opposed to the idea of a playable Princess Zelda. He's gone a bit further in a new interview with Nintendo Life, stating that if the fan base has strong feelings about it then it is something he'll have to seriously consider.
NL: The Zelda series tells the story of a male hero rescuing a female princess. Would you ever consider giving Zelda her own game?
Aonuma: This is the second time I’ve received this question during this E3! I guess if people have strong feelings about it then it’s something to consider. I’ll keep that in mind! [laughs]
Do you like the idea of a game featuring Zelda as the protagonist?
We posted about this yesterday from the Nintendo Life interview, but it got lost in the flurry of quotes and likely was overlooked by many of you. We've spent a lot of time the last year debating about what art style Zelda U should take. The prevailing popular choice seems to be what we see in the Wii U tech demo, but of course some people haven't been opposed to seeing a style like The Wind Waker return, or even a Skyward Sword style. Here is what Eiji Aonuma said on the matter:
“The thing about Zelda is we want everything to be unique, whether it’s the graphical presentation or the gameplay,” he said. “It has to be something you can’t see anywhere else. We wouldn’t want it to be ultra-realistic because you can see that elsewhere. But I can’t say that it’s going to be cartoony-realistic, the fantastic presentation that we’ve already done in the past [with Wind Waker].
“It will be something new.”
Of course, I don't think any of us expected it to be like what we've seen before, since that just isn't Zelda's style. Hop inside for further analysis.
Eiji Aonuma seems to be Mr. Popular this E3, as he has given dozens of interviews. Usually that is reserved for Mr. Miyamoto, and while he has given some interviews, it really feels like Aonuma is the one being the drilled the most. That is likely due to the polarizing popularity the Zelda series can instill among fans across platforms and generations. He talked with Kotaku about A Link Between Worlds, and in doing so shed a bit more light on some differences:
"It’s not a direct sequel in the sense that it’s the same Link and Zelda. The world is the same and it might be a different generation of Link and Zelda."
"It’s the same world," he said. "It’s the same space. But in the same way that, over time, the topography can change, there will be some changes. The land will be affected a little bit.
"The dungeons, for the most part, will be in the same place, but inside might change. Now that I say that out loud, it sounds a little strange, but we’re making decisions based on what’s best for gameplay. We’re picking and choosing what we change and what we don’t, so players can expect some changes."
We were already told there would be some changes, but so far the overworld has appeared identical to A Link to the Past. We look forward to exploring every corner of the game so we can find out what exactly has changed in Hyrule this time around. Also, with a new generation of Link and Zelda... just how long after A Link to the Past do these events take place? Time will tell! Be sure to check out our A Link Between Worlds Walkthrough for all the guide help you could possibly want upon release.
Zelda games have always had strikingly different tones; the story in Majora's Mask feels nothing like Wind Waker, which feels nothing like Twilight Princess, which especially feels nothing like Wand of Gamelon. In an interview over at Nintendo Life, Aonuma was asked about this varied approach to storytelling in Zelda. Though he was dancing around the actual question (they asked him what the storytelling in the new 3DS and Wii U titles would be like) it's an interesting insight into their development process.
"This also is the unique thing we're always looking for. What we want to do is - you know you're going along and you think you know what's happening, then we turn everything on its head and everything goes nuts. In Twilight Princess you have the dark world, in Majora's Mask you have that strange world - we're not hitting in any particular direction. It's whatever direction suits that particular story and what we're trying to achieve."
I've always been adamant that, with all their iterations, Zelda isn't as rinse-and-repeat as some make it out to be. I've always felt having the same characters doesn't mean the games aren't drastically different, and Aonuma's remarks seem to support this. While A Link Between Worlds is probably going to emulate A Link to the Past, I legitimately have no idea what to expect from Zelda U in terms of tone or themes. Either way, I can't wait.
Eiji Aonuma's recent interview over at Nintendo Life has provided a lot of interesting Zelda tidbits, not the least of which is a question he fielded regarding the themes present in the franchise. While the games have varied in tone and graphical quality, they always fit into the same world. We've seen a lot of hoaxes pretending to reveal a futuristic or steampunk Zelda, but they've always wound up to be false -- such is the nature of a hoax. Regardless, there are many fans who pine for Link to have a laser gun or really complicated glasses, and Aonuma's recent statement may just dash their hopes.
"I don't know if we are joking when we do this or not, but there are times when I'll discuss with Mr. Miyamoto about putting Link and Zelda in the modern day world. What types of gameplay would there be? What changes would there be in the presentation of the story? But I honestly can't imagine them there. It's not that we place them in any specific time period or in any specific culture. If you look at what happens in Zelda games there’s a mix of Japanese and what might be considered Western things. It also allows us a lot of flexibility if you don't define a specific time period or location for the story to take place in. I don't see us making any drastic changes, unless it really suits the story."
So it looks as though the Hyrule we've seen is going to remain pretty much as-is for the foreseeable future -- which isn't necessarily a bad thing. If the fanbase had a hard enough time accepting trains, perhaps a cyborg Link wouldn't go over too well either.
In a recent interview over at Nintendo Life, Aonuma covered just about everything imaginable when it came to the three new Zelda titles in various stages of development. Aside from the new games, he also answered some questions about the past; one of those questions was about the overworlds that populate nearly every game in the series, and what exactly makes them so magical. While it's common for a game to have an overworld, something about the Great Sea and Hyrule Field just sticks in gamers' minds so well -- and Aonuma gave a little hint as to why this may be the case.
When creating an overworld, as developers we see everything. We know what all of a game's world and its maps look like. But as a player you know nothing. The map unfolds as the story progresses, and the element of surprise is key to the experience. We're always looking to incorporate that element of surprise and discovery when we create an overworld setting. That's the key element.
This makes sense; the feeling I got when I approached Dragon Roost Island for the first time, with the shadow slowly approaching and getting more details...or the weather changing as you approach Castle Town on that fateful night...these overworlds made getting from point A to point B interesting and suspenseful. What are your favorite overworld moments?
If you go to this site, or any part of the Zelda community online, you know that demand is rampant for a Majora's Mask 3D in the same vein as the remake its slightly older brother, Ocarina of Time, saw shortly after the 3DS was released. Majora's Mask is and will probably always be one of the most praised of the Zelda titles, and in many peoples' eyes a touchup is long overdue. Well, Nintendo Life has an interview with Eiji Aonuma live, and in it they bring the request directly to him.
NL: Fans have often said that they'd like to see a 3D remake of Majora's Mask, just as there was one of Ocarina of Time. There were rumours that it was a possibility - is that still the case, or are you focusing on new games from now on?
Aonuma: You've heard rumours? [laughs] Hmm, I wonder! [laughs again]
NL: I would be very excited myself, it's one of my favourites of the series.
Aonuma: Majora's Mask is a very special game - it's the real hardcore who like that one. If we were to make a remake of that one then we wouldn't want to let them down. We'd have to put our heart and soul into it. So, you say you’ve heard rumours, but I have to say it would be quite a commitment to do that.
He's still dancing around the issue...he neither confirmed nor denied that its being made. From the looks of it, it sounds as though development hasn't begun. However, at the same time, it seems as though he's thought about it a lot. With two Zelda titles being released this year, and a third already well underway, perhaps there will be enough team members free to begin development in 2014?
Honest and to the point, Eiji Aonuma explains why the decided to revisit A Link to the Past's world in an interview with Eurogamer:
EG: Moving on to A Link Between Worlds - there haven't been very many direct sequels in the Zelda series. What made you want to revisit A Link to the Past?
Aonuma: The thought was that we wanted to make a top-view Zelda with the concept that every once in a while Link would enter the wall, and only at that time would it become a 3D experience.
We figured that if we used this Link to the Past world, this architecture and structure in place, we could create it even more quickly. There's also a lot more to explore in that environment, so we felt that world would be a great starting point. So if we say it's a sequel to A Link to the Past, it's easier for players to understand where we're coming from and our starting point for this story. It also felt like that story was really well suited for a sequel.
Essentially, it allowed them to have a quick turn around on production. Combined with the story ideas they had in place, the project actually ended up being well-suited as a direct sequel. This E3, Eiji Aonuma has made a nice habit of being openly honest about Zelda and Nintendo. Keep on trucking, Mr. Aonuma.