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Financial Post published a new interview with Nintendo of America’s executive vice-president of sales, Scott Moffitt. Topics include lessons learned from this generation, third-parties, when we’ll be hearing more about NX, and more.

We’ve posted some excerpts from the interview past the break. The full discussion can be read here.

Nintendo UK has a new post up on its website about The Legend of Zelda: Breath of the Wild. On it, there’s a message from producer Eiji Aonuma.

Here’s the note in full:

Dear Zelda fans,

The new Zelda game, The Legend of Zelda: Breath of the Wild for Wii U, has finally been presented at E3. The theme for this new title is “rethinking the conventions of the Zelda series”. Breaking from tradition, the player has the freedom to go wherever they wish to go, to do whatever they wish to do, in a vast open world. This is a whole new, unprecedented game in the history of Zelda.

In the Nintendo booth at E3, we arranged statues of characters from the game in diorama-like settings, borrowed from the game. We wanted to entertain visitors and help them experience the world of the new Zelda game. The picture here shows Mr Miyamoto and I bravely challenging an in-game monster called a Bokoblin. I know we are acting a bit silly for our age, but I hope this gives you a bit of a laugh…

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A few weeks before E3, Nintendo revealed that Zelda: Breath of the Wild would be made for NX in addition to Wii U. Two of the top developers involved in the project have now commented on the decision to have it on both platforms.

First, here’s what Shigeru Miyamoto told IGN:

“It’s complicated because as we’re developing this — obviously development of NX started a while ago — and unfortunately, I’m sorry, but the development of this game took a lot longer than expected. We really felt like we would be able to get it done last year, but there was a lot of struggle with using the physics engine, so that’s why it took a long time.”

“Also, when we thought about developing a Zelda game for the NX, it would have to be way further down the life cycle of the system. And this game, rather than really focusing on the unique features of the Wii U, it’s really a game you sit down and get into. There was a change in direction, so we decided to develop for both consoles a while ago.”

Zelda producer Eiji Aonuma chimed in on things as well. IGN mentioned that the situation is similar to Twilight Princess, which appeared on both Wii and GameCube.

Aonuma said in response:

According to Zelda producer Eiji Aonuma, Breath of the Wild features changes that are based on the negative feedback Nintendo received from some fans who played Skyward Sword.

Aonuma told Polygon:

“A lot of the fans that played Skyward Sword said that they were really bummed out that they couldn’t find the hidden element of the game. A lot of the users, when they looked at the map, they said, ‘OK, there’s these places I can go, but how come I can’t go over here?’

“Fans that enjoyed the motion controls in Skyward Sword may actually be a little bit disappointed playing this game.”

Aonuma added that the decision to create a much bigger world this time around was largely shaped by those fan responses. In this game, Nintendo wants there to be a lot of treasures and surprises for players to find.

Twitter has proclaimed The Legend of Zelda: Breath of the Wild as the most-tweeted about game on the social-media site.

The upcoming NX and Wii U game experienced 573,000 tweets. That’s double the number of mentions of its nearest rival, Battlefield 1.

You can get a look at the full chart above.

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Yesterday, Bloomberg had the chance to interview Reggie Fils-Aime. Nintendo of America’s president briefly touched on NX – and specifically about how the console will stack up to the competition.

Here’s the full exchange:

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It’s no secret that The Legend of Zelda: Breath of the Wild is a massive project. But its scope is so huge that Nintendo has its largest team ever working on the game.

That’s something producer Eiji Aonuma shared in an interview with GameSpot. He largely talked about that during the discussion, but also gave an interesting answer about seeing and doing everything in the game.

Head past the break for Aonuma’s comments. Definitely check out GameSpot’s piece here as well.

IGN recently published an article about Zelda: Breath of the Wild which contains comments from producer Eiji Aonuma. Aonuma spoke about the world and how getting lost can be fun, rupees’ role, the subtitle, the special arrow shown in 2014, and Link’s green tunic.

We’ve rounded up Aonuma’s comments below. You can read IGN’s full piece here.

On how Nintendo approached the idea of filling such a large space…

“We talked a little bit about the idea of density, how dense to make this big world.” – Aonuma

– The team realized that filling the vast landscape with things to do and explore would be a lot of work
– As the team experienced moving around on horseback or climbing up to a high place to paraglide down, they realized that their desire to see what’s ahead of the next horizon grew
– At the same time, the team realized some moments should be subtle as you explore

“We realized that it’s OK if there’s pocket of emptiness.” – Aonuma

This information comes from Nintendo of Canada GM Pierre-Paul Trepanier (Google translated from French)…

“We decided to focus on Zelda. We’ll talk about the NX fall. At that time, it will be 100% NX.”

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