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.
For those of us old enough to remember, there was a rather epic demo shown off at SpaceWorld 2000 for what Zelda "could be like" on the Nintendo GameCube. It's actually a very similar ideal in terms of the Zelda tech demo for Wii U, and like back in 2000 we likely won't be seeing the new tech demo graphics in our next Wii U Zelda game, despite popular demand. Eiji Aonuma opened up in a recent interview about his exact thoughts on the SpaceWorld demo:
“I saw that movie and I thought, 'No, this isn't Zelda. This isn't Zelda at all.' I felt like this wasn't what I imagined Zelda to be. It wasn't the Zelda I wanted to make. That video clip didn't actually contain any big surprises. There wasn't any kind of revelation going on. It was more like a continuation of the previous version. ... I wasn't interested in it at all."
Obviously, this could help explain the drastic change that led to the art style in The Wind Waker. Eiji Aonuma has an even bigger say today than back then, so what he likes and dislikes truly matters more than ever before. Did he like the tech demo for the Wii U? Who knows, but I am guessing it didn't exactly tickle his fancy. Check out the SpaceWorld demo inside.
Earlier this week, we said in a news post that Aonuma wanted to reveal Zelda U at Comic-Con. This news was taken from a German interview with Eiji Aonuma on Gameswelt TV, translated by the fans of GoNintendo. In the comments section of the source, a fan of GoNintendo with the username of Fuffelpups created a full, rough translation of the interview. Interesting information regarding the A Link Between Worlds and the series itself was said in the interview, so we decided to share the whole thing.
What was your inspiration for the game?
Eiji Aonuma: The inspiration came from the boss fight against Ganon in Ocarina of time, where Ganon hides himself in four paintings. We thought it would be interesting if Link can possess this ability.
See the rest of the interview after the jump!
In a relatively recent interview with Japanese publication 4Gamer, Zelda director Eiji Aonuma was asked about the progress of Nintendo's next big console Zelda adventure. Aonuma did not say much, which is no surprise, but he did mention that the game would "utilize [the GamePad] to its fullest." Being a remake, The Wind Waker HD was not built around the hardware initially, but the new title will be. Aonuma mentioned map features being included, like in Wind Waker, but that is likely just the tip of the iceberg. Frankly, I would be happy if they let me draw on the maps again. I miss that feature.
The exact back and forth can be seen after the jump, as well as links to the full interview for those interested.
The Legend of Zelda is a fairly popular series in the west, but at one point the Japanese fan base was just as wanting of Zelda games as the west. Over time there has been some division in the series - where generally Zelda games that aren't popular in Japan are in the West and ones popular in Japan aren't anywhere else. Eiji Aonuma hopes to bridge that gap and bring both fan bases together.
Mario and Pokémon are loved around the world equally but The Legend of Zelda has more fans in the western part of the world. Have you any idea why that is the case?
Eiji Aonuma: I don't really know why but I thought about it many times. The Legend of Zelda series is well known in Japan but the number of people who actually played it is lower than in the west. Maybe more casual player think it is a game more for the core player, we have no clue but we hope to close the gap with A Link Between Worlds and that everybody enjoys the new game.
I can see it being possible, as A Link Between Worlds should be a bit neutral in its appeal.
We hear a lot of talk about toxicity in the gaming industry and strife between developers and fans. We were recently reminded of this with the Phil Fish ordeal that ended with the indie developer quitting the industry, and just about a year and a half ago there was that whole debacle with Mass Effect 3. But sitting among the sad stories we have Aonuma, telling an interviewer that the Zelda fanbase can be so compassionate toward him for the simplest things that it almost makes him want to cry.
"I think one thing that surprises me is how many encouraging messages I get when I just post something simple [on Miiverse]. Like, just at E3, I posted that I was really feeling the jet lag, and people were like, 'oh, no that's too bad,' and gave me lots of pat on the back type messages. It made me realize that Zelda fans are just really, really nice. I didn't realize they were such great people. When I'm at my job, and working on producing The Legend of Zelda titles, and Mr. Miyamoto is getting mad at me and stuff, then I get these encouraging messages it's almost enough to make you cry, so it's just really great."
— Eiji Aonuma
That's pretty damn heart-warming if I do say so myself.
Miyamoto has revealed that he'd like an A Link to the Past remake on the 3DS, but he's wanted it for quite a bit longer than you'd think. Aonuma revealed in an interview with Spike that since they first made the 3DS, Miyamoto has been bugging him to make A Link to the Past on the 3DS. As a result, Aonuma made A Link Between Worlds instead of a follow up to Zelda NES or Zelda II.
Mr. Miyamoto has always been on me about making A Link To The Past for the 3DS. Just kind of constantly in my ear about that. When I would do it was up to me, but it's kind of been something that has been on my plate... Ever since the 3DS existed. He's always saying, "Why haven't you made it yet? Why haven't you made it yet?"
It may not be a remake, but it helps fulfill both Miyamoto's desire for a Link to the Past remake along with the fans wanting for a new title, and it certainly looks like it'll be a great addition to the franchise. Read on to see the entirety of what Aonuma had to say!
It doesn't really come as a surprise that the next Zelda game is going to feature an increased difficulty mode after completion. Skyward Sword had Hero Mode and the same sort of Hero Mode was included from the start in The Wind Waker HD. It would seem that A Link Between Worlds is continuing this trend, according to an interview Eiji Aonuma did with a German publication.
Players will unlock a new difficulty level after completing A Link Between Worlds. That comes directly from Eiji Aonuma, producer of the series.
Gameswelt has obtained information from Aonuma about A Link Between Worlds’ development as well. Over 90 staffers worked on the game, and first ideas for the game were collected after Spirit Tracks was completed.
In addition, it appears that the original idea for the paintings may date back to Phantom Ganon in Ocarina of Time. The plot thickens!