The official translation is yet to go live, but here are some reader-translated details.
- goal was to make the forest area feel inviting and friendly
Iwata: To begin, rather than making another field similar to the ones in previous Zelda games, you instead pursued the interest factor of playing in places familiar to the player. Would you consider talking about why you decided on that sort of structure?
Fujibayashi: We were told at the very beginning by Aonuma, the producer, that we ought to make the game compact.
Iwata: So you mean that this time, it was Aonuma who told you what Miyamoto had been saying all along. *laughing* It is a little silly to make another field that just extends in all directions, its only feature being its width.
Fujibayashi: That's right. I thought that by making a field with vertical depth instead of making one that got wider and wider, players would get new surprise and enjoyment out of it each time they visited.
Iwata: In short, when you say "compact", you don't mean making a small and narrow field, but rather a field that's dense.
- blue beacons function a lot like smoke signals
- Nintendo of America told NCL to 'ramp up' the visuals because they weren't leaving as much of an impression as Wind Waker
- the Sealed Grounds spiral downward to help always give the best camera angle while fighting the Imprisoned
- Originally they envisioned a large field area for that fight
- you will fight the imprisoned multiple times
- the Silent Realm gameplay is compared to a game of tag
- new enemies will be waiting for you when you return to dungeons and fields
Ito: I think that, generally, there are many people in the Western world who embrace a fantasy image when it comes to Zelda. But there are robots in this one...
Iwata: That's right. In the last Iwata Asks, we heard about "The Ancient Civilization that birthed the Robot Punch."
Ito: You got it. *laughing* That means people often question what, exactly, is Zelda-esque. I think, though, that Zelda has depth in that you can put anything into the game as long as it has charm. Because it's a game that allows such freedom of expression, many different people are able to put forth their ideas, something I feel contributes to the richness of Skyward Sword. Players will be able to play intuitively through the rich content using the Wii Motion Plus, so I really want them to enjoy the game.
Iwata: Playing through a rich environment is always fun.
Ito: Yep. Also, if I might add one more thing, my favorite character is Fi.
Iwata: Fi is a character that navigates for Link on their adventures together, correct?
Ito: That's right. When you target things like characters and enemies, you can summon Fi and she'll tell you about them using a system called Ficaption. What she has to say is really interesting. *laughing*
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