Aonuma on Zelda: A Link Between World’s art change, cinematic cutscenes, Link’s bracelet
Zelda producer Eiji Aonuma has fielded a few questions about A Link Between Worlds as part of an IGN interview. Aonuma discussed the game’s art change, cinematic cutscenes, and bracelet seen on Link. You can find a roundup of Aonuma’s comments below.
On A Link Between World’s art change…
In Japan, where this game is called Kamigami no Triforce 2 (editors note: this translates to The Triforce of the Gods 2, the original Japanese title of the game we know as A Link to the Past), in the U.S., it’s titled A Link Between Worlds, so there’s a little bit of difference even in the image the title creates. We’re positing this as… I guess you could say it’s a sequel to the last game.
But addressing the artwork, if we look at the original title, you see that the artwork that we used to advertise the game didn’t really match the artwork that was in the game, because the artwork we had to advertise the game had a very mature, adult-like Link. Then, when you got into the game, of course, because of the technology of the time, you couldn’t see Link in any specific detail. So that gap wasn’t problematic, let’s say. However, as we’ve moved on to 3DS and started developing this game, we’ve discovered that you can see Link in the game.
I have to say that when we were creating artwork for E3, we really just hadn’t finalized what that artwork was going to be, so the image that you saw, the art asset we used for E3, was almost a placeholder, let’s say. Then, as we started getting further into the development of the game and started finalizing the artwork and looking at the cinematic scenes and looking at how Link was represented in the game itself, we then adapted the artwork to come closer to what you were going to see in the game, and thereby remove that gap that had previously existed in the original title. Also, just letting you know, since it’s not finalized yet, we may see more changes going forward. Please understand that what you guys are seeing is really development in… You’re getting a live, real-time view into development. Please understand what this change represents, and that we may see more changes moving forward as well.
On whether the game has cinematic cutscenes…
For people who really want to get into the story and play the game for that whole story aspect – that’s what drives them to play the game – there are certain elements of the story that you really have difficulty representing from a top view or even from a side view. So there are other views that I guess you could call movie-type scenes or cinematic-type scenes in the game, yes.
On the bracelet Link is wearing…
Good job noticing that, the bracelet. [laughs] That’s very nicely done. The bracelet is a very important item that he gets at the beginning of the adventure, and it’s something that’s really important throughout the course of the adventure. I don’t want to give away too much, because it will spoil a lot of the fun, but let’s just say that it ties into Link’s ability to become a picture… I don’t know if we’re calling them drawings or paintings or pictures? Forgive me for not having the right terminology. I’m sure you’ll see materials that call it one or the other and give the correct terminology you should use.