Nintendo “talked about” giving Link eye-beams in Zelda: Wind Waker
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, News, Wii U | 0 comments
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.
Zelda: Wind Waker HD vs. GCN – Swift Sail comparison video
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, Videos, Wii U | 0 comments
Zelda: Wind Waker HD vs. GCN – animation comparison video
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, Videos, Wii U | 1 Comment
Aonuma talks about stories in Zelda games, wants to make a game where the player defines the story
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, General Nintendo, News, Wii U | 0 comments
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.”
Nintendo experimented with Twilight Princess, Skyward Sword in HD
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, General Nintendo, News, Podcast Stories, Wii, Wii U | 8 Comments
Ever since the reveal of The Legend of Zelda: The Wind Waker HD, it’s been known that the remake came about while Nintendo was experimenting with different art styles for the series’ next original entry on Wii U. As it turns out, Wind Waker wasn’t the only title the company tinkered around with. Eiji Aonuma confirmed to Polygon that Twilight Princess and Skyward Sword were also tested in HD.
So what does this mean for the possibility of these two games also receiving Wii U remakes? Zelda producer Eiji Aonuma isn’t ruling anything out, but having just wrapped up Wind Waker HD and now fully turning his attention to Zelda Wii U, there likely won’t be any additional HD releases in the near future. Aonuma wouldn’t necessarily rule anything out for the future though, telling Polygon:
“I can’t say that the possibility is zero that those will be made into HD, but right now I need to work on the next installation in the series so I don’t have the bandwidth to do that right now. But maybe it will happen if someone else does it.”
Here’s a question: would you like to see Twilight Princess and/or Skyward Sword in HD? If you had to choose one or the other, which would you pick?
Another Zelda: Wind Waker HD vs. GCN visual comparison
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, Videos, Wii U | 4 Comments
Zelda: Wind Waker HD vs. GCN – music comparison
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, Videos, Wii U | 3 Comments
Aonuma on keeping Wind Waker’s art style a secret from Miyamoto, visuals’ origins, GameCube Island, more
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, News, Podcast Stories, Wii, Wii U | 0 comments
The interviews with Eiji Aonuma continue to pour in. MTV Multiplayer has also just put up a piece with Aonuma covering Zelda: Wind Waker HD and plenty of other topics. Among the items discussed include keeping Wind Waker’s art style a secret from Miyamoto, origins of the cel-shaded visuals, concept design for GameCube Island, Tingle Tuner, and Link’s appearance in Super Smash Bros. Brawl.
You can find a number of interview excerpts below. For even more talk, check out MTV Multiplayer’s full piece.
Ancel on why Beyond Good & Evil still resonates with people, making Jade unlike other female heroes
Posted on 11 years ago by Brian(@NE_Brian) in GameCube, News | 0 comments
Beyond Good & Evil is a game that is widely respected today even though it’s considered a niche title. It’s one of those titles that still connects and resonates with players. Why is that so?
Creator Michel Ancel offered up his own explanation in a UbiBlog interview:
“Maybe because it’s a game between genres. Rayman is very creative and colorful. On the other side you have some extremely violent games based around shooting and killing. I’m not saying one is bad or good, it’s just that maybe Beyond Good & Evil is a bridge between those two kinds of games. It is a mix of creativity and more mature content. I think there is a lack of this kind of game in the games industry.”
Ancel also spoke about Beyond Good & Evil’s main character, Jade. She wasn’t your typical female hero, as Ancel discussed:
“Yeah. When we started the project the first thing we said was, If this project is different it’s because it’s a female character who is driving the story. She’s not like other characters who look like women but act like men. I’m not saying women don’t shoot guns or defend themselves; it’s just that most women in games are clichés. They are just one vision of the woman. We wanted to create this character and respect her. We said, This is our character. This is how she is. We are not going to modify her with our male fantasies. We tried as much as possible to make Jade her own entity and her own personality. It was one of the challenges of development.”