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A few months ago, Eiji Aonuma stated that Nintendo was considering showing Zelda Wii U at this year’s E3. It now sounds like we’ll be waiting for next year’s expo for a look at the new title.

When Mashable asked if Aonuma could say anything about Zelda Wii U, Aonuma replied: “I’ll say more at E3 2014.”

Aonuma’s comment was part of a larger interview about A Link Between Worlds and the series in general. He shared some rather interesting comments when it comes to openness in Zelda’s overworlds:


The Legend of Zelda: The Wind Waker was originally one of the most controversial Zelda games, at least from a visual perspective. The title’s initial reveal was less than smooth with fans wondering where Nintendo could be taking the franchise after showing the game’s “cartoony” graphics in a debut trailer at Space World 2001.

Following Wind Waker’s launch, a contingent of fans still downplayed the cel-shaded look. However, you could say that the public opinion has changed over the last decade. Wind Waker as a whole – including its timeless visuals – are now remembered much more fondly.

In an interview with Shacknews, Eiji Aonuma spoke about the turnaround in reception:


Zelda: Wind Waker HD has a lot of changes compared to the GameCube original. Some are quite noticeable, while others are more subtle.

Here’s a handy list outlining the lineup of changes found in Wind Waker HD:


Treasure hasn’t done anything with the Ikaruga IP since the original game’s release. While the studio did work on Radiant Silvergun, Ikaruga’s spiritual sequel, we haven’t any new developments in the series.

That may be changing in the future. On Twitter, Treasure sent out its first English note and teased that there will be “good news” concerning Ikaruga “before long.”

The message reads:


Source, Via


Resident Evil 4 adopted a fairly different approach than its predecessors. For the game’s development, Capcom decided to make the game more action-oriented.

This was a conscious decision made by Shinji Mikami, who was director of the project. Because the 2002 remake of Resident Evil was a “commercial failure”, Mikami wanted to emphasize gameplay as opposed to scaring players.

Mikami told IGN in a new interview:


While creating the original Zelda: Wind Waker for GameCube, Nintendo considered giving Link a certain ability. Amazingly, this was eye-beams of all things.

According to developer Satoru Takizawa, legendary designer Takashi Tezuka “said we needed to supply a reason for the eyes being so big.” But at the end of the day, Takizawa doesn’t believe that giving Link eye beams would have been realistic.

From the latest Iwata Asks:

Takizawa: Now that the eyes had gotten much larger, we wanted to make their facial expressions richer by increasing the number of patterns for the eyes and mouth. Partway through, we even talked about having beams come out of those eyes! (laughs)

Iwata: Huh? Eye-beams?!

Takizawa: (Shigeru) Miyamoto-san and (Takashi) Tezuka-san said we needed to supply a reason for the eyes being so big. I don’t think beams were really an option, though.

Source


Zelda games have never put story ahead of gameplay. Sure, the plot is important – and was more prominent in Skyward Sword than ever before – but no Zelda has ever placed a huge emphasis on the sequence of events.

But what if Nintendo did actually attempt to focus on the story? How’d that go down? According to Zelda producer Eiji Aonuma, it wouldn’t be so easy:

“(I feel) like that would be a game that’s really hard to develop, if you have a story first, you’re kind of tied to that story, and locked into it, and you have to alter gameplay to make sure that the story progresses in a certain way. …that doesn’t really mean that the gameplay itself will be fun. I know that there are many games that were created to fit an existing story, and I don’t know that there are that many that have been very successful at it.”



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