The development of the sword beam in Skyward Sword, game’s title explained
Posted on 13 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
A new Iwata Asks focusing on The Legend of Zelda: Skyward Sword provides insight to the development of the sword beam as well as an elaboration of the meaning behind the game’s title.
Shigeru Miyamoto came up with the idea of holding your sword still to be used for other things. He also thought of releasing a sword beam once you’ve held the Wii Remote Plus in the air, allowing it to charge up.
This gameplay idea contributed to Skyward Sword’s title – holding the sword in the air. But there’s another meaning as well. Zelda producer Eiji Aonuma explained:
“From what I heard from the NOA (Nintendo of America) localization team, the word ‘ward’ also means to protect and guard something, so ‘skyward’ can also mean ‘protector of the sky’, and ‘one who is protected by the sky’.”
Here’s the relevant excerpt from the Iwata Asks interview:
Aonuma: Speaking of sword movements, before all this there was an idea about being able to stop the sword mid-air
Iwata: You mean the sword is something you use to swing to defeat enemies, but now you’re able to hold it still mid-air, and use it for other things. Who’s idea was it that you could be able to hold the sword still?
Aonuma: Miyamoto-san, right?
Fujibayashi: I remember it clearly. All of a sudden, in the middle of the night, Miyamoto-san called us in and said, “Have it stop.” I was like, “Have what stop?” and he said, “The sword.” When I first heard “stop,” I didn’t think it was possible, but a moment later, I understood and was like, “Stop…? Oh, stop… I get it!”
And there was more to that late-night conversation. After he suggested stopping the sword, he said, “Then you raise up the Wii Remote and while you’re in that pose, energy builds up, and then you release a sword beam.”
Iwata: Stopping the sword led to the sword beam?
Skyward Sword team on the difficulties of incorporating Wii MotionPlus
Posted on 13 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
This information comes from the latest Iwata Asks…
Iwata: What obstacles appeared in making a game for Wii MotionPlus?
Kobayashi: In Wii Sports Resort, we use Mii characters, so making them is simple, but Link has a realistic figure.
Iwata: And he’s equipped with items like a shield.
Kobayashi: That’s right. And Swordplay in Wii Sports Resort uses sticks, so whichever way you swing, as long as the trajectory is right, no problem. But Link is holding a sword. You can’t have him flap an enemy with the flat of his blade.
Iwata: Oh, I see. If the edge isn’t facing the direction you swing, handsome Link would look rather foolish.
Aonuma: Exactly. He has to look cool when he swings his sword. He can’t just have a sword stuck to his hand and simply move it. So we tried all kinds of things for that at first.
Kobayashi: Yes, we tried many things many times.
Skyward Sword team couldn’t tame Wii MotionPlus, originally scrapped it for buttons
Posted on 13 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
The Zelda: Skyward Sword team went through an incredibly difficult process of incorporating Wii MotionPlus into their game. It caused so many issues that producer Eiji Aonuma asked the developers not to use the attachment.
The team then started working on an interface in which players would use the original Wiimote along with the nunchuck, like in Twilight Princess. Also, buttons were used for fighting controls. Satoru Iwata said in a new Iwata Asks interview, “So the detour started right at the beginning of development!”
Eventually, though, Aonuma asked the team to consider MotionPlus once again.
Iwata: Wii MotionPlus is an incredibly sharp device, but a little distinctive. It’s like an unruly horse.
Aonuma: Yes, exactly. No matter what we did, we couldn’t tame it. Then Wii Sports Resort came out as the first game for Wii MotionPlus.
Iwata: That’s right.
Aonuma: We played that and realized all you could do with it. Wii Sports Resort has all kinds of games like Swordplay and Archery and you can play each one as its own separate game, but in The Legend of Zelda, you play everything on the same field.
Fujibayashi: That’s right. You may be fighting with your sword and the next instant use the Clawshot or shoot an arrow or throw a bomb, so it was really difficult to make the game so you could use Wii MotionPlus to do those things smoothly all on the same field.
Aonuma: So I proposed to the staff to not use Wii MotionPlus afterall.
Confirmed: Skyward Sword has been in development for five years, fewer detours compared to Twilight Princess
Posted on 13 years ago by Brian(@NE_Brian) in GameCube, News, Wii | 0 comments
Quotes from Shigeru Miyamoto in the past have confused fans as to how long The Legend of Zelda: Skyward Sword has been in development. In early 2008, Shigeru Miyamoto exapleind that “the Zelda team is forming again to work on new games”, before clarifying a few months later that a new project was already underway.
In any case, the first edition of Iwata Asks for Skyward Sword confirms that it has definitely been in the works for about five years. The discussion below also hints at some of the troubles the team faced – MotionPlus incorporation specifically.
Aonuma: I’m Aonuma, the producer. There have been all kinds of twists and turns since development began almost five years ago. Until completion of The Legend of Zelda: Skyward Sword, I talked with Director Fujibayashi about how we could take the project in a good direction, backed up the staff, and consulted with Miyamoto-san.
Iwata: You say that there were twists and turns, but I heard there were few detours this time compared to the last game The Legend of Zelda: Twilight Princess
Aonuma: Well…
Iwata: You can’t say there weren’t any? (laughs)
Aonuma: Yes. (laughs) I can’t say there weren’t any at all. I thought I would talk about that today.
Kirby’s Return to Dreamland commercial
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Kirby’s Return to Dreamland screenshots
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Popular Zelda item absent from Skyward Sword
Posted on 13 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
In a new Iwata Asks interview, it was revealed that a popular item from Zelda won’t be returning for Skyward Sword. In fact, I believe it has been available in almost every game in the series until now.
What item is it? And why did the team decide against including it?
Head past the break for the details!
New Zelda: Skyward Sword footage
Posted on 13 years ago by Brian(@NE_Brian) in Videos, Wii | 0 comments
NGamer review scores
Posted on 13 years ago by Brian(@NE_Brian) in 3DS, DS, News, Wii | 0 comments
3DS
BlazBlue: Continuum Shift II – 69%
Tetris Axis – 82%
Senran Kagura – 82%
Thor: God of Thunder – 38%
FIFA 12 – 68%
Frogger 3D – 40%
Wii:
X-Men Destiny – 47%
Go Vacation – 56%
Dragon Quest Anniversary Collection – 50%
Jerry Rice And Nitrus Dog Football – 55%
Super Sentei Battle Ranger Cross – 40%
Bit.Trip Complete – 79%
We Sing: UK Edition – 56%
We Dance – 48%
DS
Professor Layton And The Spectre’s Call – 83%
One Piece Gigant Battle – 70%
Mystery Tales 2: The Spirit Mask – 52%
X-Men Destiny – 50%
The Penguins of Madagascar: Dr Blowhole Returns – Again! – 61%
Suite Precure: Melody Collection – 50%
Nicktoons MLB – 45%
3DS Download
3D Classics: TwinBee – 2/5
WiiWare:
3D Pixel Racing – 1/5
101-In-1 Explosive Megamix – 0/5
EscapeVektor Chapter 1 – 3/5
Kyotokei – 1/5
DSiWare
Cosmos X2 – 1/5
1950s Lawn Mower Kids – 2/5
Cut the Rope – 3/5
Thanks to joclo for the tip!
No left-handed mode in Zelda: Skyward Sword
Posted on 13 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
In a video examining the combat trailer for The Legend of Zelda: Skyward Sword, IGN said that the title will feature a left-handed mode. Well, that’s not actually the case. Nintendo has officially stated that no such option will be included. Sorry, left-handed gamers!