SantaC
Member
Swedish Reset #05 (Bjarneby rocks!) has a pretty lenghty talk about Zelda. Here are some of the quotes translated from the big feature. (if you are a swede, go buy this mag now)
Reset
(Eiji Aounuma talks about MM and WW)
Aounuma both directed Majoras Mask and wind Waker, but he says he wasn't completey happy about them, and he began to feel insecure about his and the franchise future.
(Aounuma talks about the misstakes in Wind Waker)
Even though Aounuma is the director and producer, he and Miyamoto has about the same comprehensive planning. They are working together to make reality of their visions.
Aounuma also says that he played Resident Evil 4 a lot and he really liked it. He says that he has learned things from Shinji Mikami and Hiroyuki Kobayashi.
Reset
(Eiji Aounuma talks about MM and WW)
Aounuma both directed Majoras Mask and wind Waker, but he says he wasn't completey happy about them, and he began to feel insecure about his and the franchise future.
- When we finished the work on Wind Waker, a small group of key people gathered (5) to talk about the future for Legend of Zelda. At first our meetings was about how we would re-use Wind Wakers engine, but everytime we talked about Link's age we started to feel insecure. We had told the story of his childhood so many times and felt we didn't have any great ideas.
The turning-point came when we decided that Link shouldn't start as a child. When I told them (our team) about our new direction, everybody suddenly got some great ideas, and I suddenly felt that we should abandon all thoughts about a sequel to Wind Waker and instead building a new graphics engine from scratch. A more adult theme made us go with a more realistic world.
(Aounuma talks about the misstakes in Wind Waker)
- When a project grows continuously, you have to split it to pieces. I was the director for Wind Waker, but I let different people be responsible for different parts of the production. I had control how things we're going for them, but at the end of the production we fought against the clock and there were parts that I was forced to approve even though it didn't feel complete. I apologize that we didn't fix the triforce hunt at the end of the game. It was slow and dull.
- During the Twilight Princess development, I refuse to repeat the misstakes, it means more responsibility for me, but this time we can't let things to go wrong.
Even though Aounuma is the director and producer, he and Miyamoto has about the same comprehensive planning. They are working together to make reality of their visions.
- The parts you were able to play at E3 reminds you much of the precursors if you look at the control and outlay, but the new game contains much more than so. The E3 visitors has only seen a small fraction what the full adventure has to offer says Miyamoto.
- Twilight Princess circles around a long and pretty complex story says Aounuma.
- I have absorbed the criticism we got from Wind Waker that the sea was too big and the number of dungeons and caves were too few says Miyamoto. The new game will have more dungeons. Many more.
- To make the game dark is only one of our goals. This is a more serious story, but when you walk around in Toaru Village it's almost like another game. The atmosphere is not serious at all. We want Twilight Princess to contain all sides of what people think of Legend of Zelda says Aounuma
Aounuma also says that he played Resident Evil 4 a lot and he really liked it. He says that he has learned things from Shinji Mikami and Hiroyuki Kobayashi.