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Aonuma on how Zelda’s role in Spirit Tracks was decided, more

December 16th, 2009 Posted in DS, News, Posted by Valay

All of the following information comes from Eiji Aonuma, who spoke with Famitsu about the development of The Legend of Zelda: Spirit Tracks…

- How did the project get started?

“First, let me talk about Phantom Hourglass. I’ve been making 3D Zelda games ever since I worked on Ocarina of Time, but really, I hadn’t been able to change the core of the game at all in any project. There have been new gimmicks and ways of presenting it, but I couldn’t fundamentally change the way the game was played. With the Nintendo DS and its new features, though, I could make a really ‘new Zelda’ with the hardware. You could say as a result that Phantom Hourglass was a dream come true for me. It was extremely fulfilling for me to make, but I did also have some things in my mind I had to leave behind for that project. The previous game had Wi-Fi battles where you drew lines to move Phantom Guardians around, and it was pretty fun — I figured that having that gameplay be part of the main story would result in another ‘new Zelda,’ and that’s where Spirit Tracks began.”

- Where did the idea of adventuring along with Princess Zelda herself come from?

“I thought the idea of working together with the Phantom Guardians in your adventure was pretty fun,” Aonuma said. “But they’re enemies, after all, so we had to think up some kind of motive for them to be your friends. At the same time, though, I liked how the Phantoms were a sort of ‘unbeatable enemy’ in the last game and I didn’t want to change that. That’s how we began to think about some way to use Princess Zelda.”

- Was it hard for her to make the jump, so to speak?

“People on the staff have wanted to have Zelda in the game for ages, but if we did that, then her skirt becomes an issue. Having girls in dresses in an action game is kind of hard to deal with. That’s how we got the idea of having her body stolen and her soul going inside Phantom Guardians.”

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  1. 3 Responses to “Aonuma on how Zelda’s role in Spirit Tracks was decided, more”

  2. By bob on Dec 16, 2009

    lol stupid skirt

  3. By IronROB on Dec 17, 2009

    ““People on the staff have wanted to have Zelda in the game for ages, but if we did that, then her skirt becomes an issue. Having girls in dresses in an action game is kind of hard to deal with.”

    Is this some kind of new running joke or something of Nintendo now?

    Well knowing Nintendo and thier family friendly image,I bet this lame issue,joke,excuse or whatever we should call it had more to do with upskirt shots(not that it would be possible anyway,the screen is top-down) rather than the actually process of animating a skirt.

    Still Nintendo, you are just being full of it.

  4. By L.A.C. on Dec 18, 2009

    I agree with IronROB.

    And I don’t fully agree with IGN’s article about Nintendo being lazy, I actually find it very stupid to some extend, to be honest.
    But now, with what Aonuma said about Zelda’s skirt I’m starting to believe it.
    Since Miyamoto also found “difficult” to animate Peach’s dress and, aparently, that’s the reason she isn’t playable in NSMBWii.
    We missed out on a different character because of this?

    What’s next?
    If they find Link’s tunic or hat hard to animate they’re going to give him new clothes?

    I might be overreacting, but who knows for sure.

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