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Aonuma on changes for the Zelda series, will “think about” returning to cel-shading, why Link isn’t as well-known as Mario, more

Posted on October 14, 2013 by (@NE_Brian) in 3DS, General Nintendo, News, Podcast Stories, Wii U

Kotaku has a mix of comments from Zelda producer Eiji Aonuma pulled from his session at the New York Comic Con and a follow-up interview. His remarks cover changes for Zelda, returning to cel-shading, why Link isn’t as well known as Mario, and more. Kotaku also followed up with Aonuma about the Majora’s Mask connection in Zelda: A Link Between Worlds.

All of Aonuma’s comments are posted below. You can also check out Kotaku’s piece here.

Aonuma on Hilda…

“Obviously they’re both princesses and they both have kingdoms that they love and want to support. But Lorule is a place where something cataclysmic has happened in the past. So, with Hilda, her feelings of wanting to save her country are perhaps a bit stronger than Zelda because Zelda is living in peaceful Hyrule. It’s not as strong for her. I think that difference in motivation for each of them is where the differences come in.”

Aonuma on how he doesn’t really feel the need to make things ‘fit’ inside the Zelda mythology…

“I think things that don’t change with the times are going to get lost. They’re going to be forgotten. As times change, people want different things. That’s obviously true with any kind of media, not just video games.”

“You see a bit of that in Wind Waker HD and A Link Between Worlds. But the main place where I’m hoping to change a lot of things and show a lot of new ideas is in this next console Zelda. In the process of coming up with them, some of those ideas wound up in A Link Between Worlds. But my focus in changing things is going to be in this new console Zelda.”

On changes for Zelda Wii U…

“It’s way too early be talking about any of that. I could say something will be in the game only to have it be cut later.”

“I think when you have something strong there at the base, something that [exemplifies] that ‘what’s it like’ feeling, then you can keep changing on top of it. I think that’s the best thing. I want to make sure that Zelda keeps being that type of thing.”

“The basic idea of being able to move through walls was just something we hadn’t ever done in a Zelda game, so we wanted to try that.”

On the possibility of returning to Wind Waker-style cel shading…

“I’ll think about it.”

On why Link isn’t as well-known as Mario…

“Mario games —which are, in their core, based on running around and jumping—are much, much simpler than [Zelda games]. Zelda games are generally more complicated and they’re a bit harder to get into. But at the same time, we kind of went back with A Link Between Worlds—the game we just made—and simplified it a bit. [We went for] a bit of a throwback [feeling] there. I’m hoping that is kind of a launching point and we’ll be able to get more people into Link.”

On Majora’s Mask…

Kotaku: There was that one question from somebody in the audience about Majora’s Mask and he wanted to know if that’s ever going to be revisited. I just want to confirm what you said as an answer was that they should play A Link Between Worlds…

Aonuma: It’s not something you’ll notice right away when you play it. But it’s something you might be playing along and you’ll be like, “Huh?” It’s that kind of thing.

Kotaku: OK… [laughs]

Aonuma: I don’t really want to say anymore because I think it will ruin it.

Kotaku: Is it a clue or just an homage? Does it lead somewhere? Or is it a nice nod?

Aonuma: I think if I say that it just won’t be interesting.

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