Beta Login          
Subscribe to the latest updates from the Interviews category

Interviews Archives

I know when Ocarina of Time 3D came out I was worried that top-down Zelda games would quickly become a thing of the past. While it has always been a series staple from the very start and carried on in spirit with handheld releases, Ocarina of Time 3D proved you could offer a more traditional console like experience on the 3DS and usher out the end of top-down Zelda games. We all now know that wasn't the case, with A Link Between Worlds dedicating itself to such an experience. According to series producer Eiji Aonuma, they may have found somewhat of a blueprint to craft more top-down games in the future. Head inside.

I am a huge fan of the top down perspective in the Zelda series, so I was really excited when I first heard A Link Between Worlds would be in that style. Naturally, not everyone is into that perspective, but I found myself consistently impressed with how good the visuals in the game turned out to be, which is something that I was surprised about. How it somehow felt like A Link to the Past, but something totally fresh at the same time. Head inside to see what Eiji Aonuma had to say on the challenges of crafting a game in that perspective.

Remember the Egg that opens at the end of Link's Awakening and sort of signifies the end of a world that doesn't actually exist? Turns out, the actual concept of the giant egg looming over the land and being cracked to end the world was a concept intended for A Link to the Past, before the idea itself was scrapped. In an interviewed centered on the just released Donkey Kong: Tropical Freeze, Kensuke Tanabe talked about various things he did for that game, but he also specifically brought up an instance during A Link to the Past development. Head inside for the quote.

Oh Nintendo, how you love to tease us. The sign of Majora's Mask in Link's house in the recently released A Link Between Worlds was a pretty neat little Easter egg, but the fandom, as it always does, expected more. Whether it be preposterous theories about Ravio trying to use the mask to save Lorule or confirmation that Majora's Mask 3D was happening, people took to the internet! However, with the recent Game Informer interview with Hiromasa Shikata, a remake of Majora's Mask seems all the more likely.

"[Having Majora's Mask in Link's house] was a special request from Aonuma's production team. Now why would they ask us to do that?" — Hiromasa Shikata

It seems like a given at this point, but who knows. We might assume it's a remake, but what if it's a sequel? Only time will tell.

If there's one thing I really loved about A Link Between Worlds it was the silky smooth 60 FPS frame-rate. It helped both the visuals, audio, and controls in incredibly positive ways. It's something I'd hope to see in the future, but according to Nintendo's Hiromasa Shikata it's unlikely that every future Zelda title will run at 60 FPS.

"It’s really the concept of the game that changes whether you want to keep the volume of information in the game low and running at 60 frames per second. We kept it at 60 to make the 3D look smooth, allow the players to clearly see enemy movements, and keep everything moving crisply as with previous games. This doesn’t mean that all future Zelda titles will run at 60 frames per second." Hiromasa Shikata

Maybe not today, maybe not tomorrow, but it seems as though 60 FPS will at least be a priority for 3DS Zelda entries.

It wasn't long ago that we learned all about Symphonic Legends London, an upcoming symphony taking place in London on July 13th, 2014. Symphonic Legends London, in the same series as past concerts like Final Symphony and Symphonic Legends — Music from Nintendo. We got the chance to ask its Executive Producer, Thomas Böcker, all about the upcoming performance. Head inside to see our exclusive interview!

This is only the first of two parts to our exclusive interview on Symphonic Legends London, so be on the lookout next month for Part Two, where well be talking with the composers who arrange the music to be performed live in this incredible venue.

Just the other day we learned about Symphonic Legends London, an orchestral concert featuring some of the best music of the Legend of Zelda series. One of the fans' biggest disappointments of Symphony of the Goddesses was the inability to buy a physical CD to listen to the music once the concert tour was over, and unfortunately, it looks like the same fate may fall upon Symphonic Legends London.

During an exclusive interview with the makers of Symphonic Legends London, we asked about the possibility of a recorded release. Head past the jump to see what Executive Producer Thomas Böcker had to say.

One of the age-old debates among the Zelda community is the question of "2D or 3D?" I've heard people go back-and-forth over whether it's Ocarina of Time or A Link to the Past that's the truly classical Zelda title. But what about on the development end? Does Aonuma prefer to make one kind over the other? What development challenges are present in one style but not the other?

In an interview with SPIKE, Aonuma was asked as to what his preference in terms of 2D versus 3D Zelda development, and after weighing some of the unique challenges present in either category, he responded that he "want[s] to keep making both."

Head past the jump for Aonuma's full quotation.

As we've known for a while, one of the new mechanics in A Link Between Worlds is Link's bracelet-related ability to merge into walls, becoming a chalk-like 2D figure in the process. Whether or not you think this mechanic is a necessarily good idea, it's pretty much undeniable that the ability to move along the wall rather than just the floor and to do that in 2D will allow for some serious nuance in the scenarios present in A Link Between Worlds. According to a statement made in an interview with Eiji Aonuma, one of those scenarios which the wall-merging ability will impact is stealth sections.

After being asked about the potential for the new mechanic in terms of stealth sections, Aonuma revealed that there are " definitely" stealthy applications, such as using the wall-merge to skirt around an enemy battalion, for Link's new ability. Furthermore, Aonuma mentioned that, during combat, Link can merge into a wall to negate an enemy's attack, causing whatever weapon his foe is using to simply "bounce off."

Head past the jump for his full quotation.

With the announcement of The Wind Waker HD came the inevitable discussion among fans and journalists alike of what they thought should be updated within the game and why for its high-definition debut. One prevailing sentiment heard repeatedly by so many people was that Nintendo should complete and include the dungeons which were, at one time, planned for The Wind Waker's GameCube release. But, as we all know, that never happened.

Barring other factors which I'm almost certain contributed to Nintendo's decision, Aonuma has said before that the reason the cut dungeons couldn't be included in The Wind Waker HD is that the dungeons which were left unused in The Wind Waker ended being implemented in other Zelda games.

But, as it is a very common one to ask The Legend of Zelda's current producer, IGN brought the question of the cut dungeons' fates up to Aonuma in a recent interview. Aonuma restated the point that the dungeons had already seen the light of day in other titles, but then went on to explain a little further about the fate of their use.

Head past the jump to read what he had to say.