Aonuma on Zelda: Breath of the Wild – Miyamoto taking a step back, single-screen experience
Posted on 8 years ago by Brian(@NE_Brian) in News, Switch, Wii U | 96 Comments
This information comes from a Wired interview with Zelda producer Eiji Aonuma…
On Miyamoto stepping back a bit…
“I’m actually the one who was the most affected by Miyamoto taking a step back, because now I have to take on all the responsibilities of Zelda. I thought, hey, this is my chance to create something I really want to create!
Miyamoto is God, so even when I say, hey, this is what I think should be done, they’ll always question: ‘Well, what would Miyamoto say?’ Up until about two years ago, Miyamoto actually had a lot of comments and advice about Breath of the Wild.”
On having it be a single-screen experience…
“We realized that having something on the GamePad and looking back and forth between the TV screen and the GamePad actually disrupts the gameplay, and the concentration that the game player may be experiencing. You have your car’s GPS system on your dash. If you had it down in your lap, you’re going to get into an accident!”
Aonuma on Zelda: BotW – Link jumping, art style, Guardians, open world, breaking traditions
Posted on 8 years ago by Brian(@NE_Brian) in News, Switch, Wii U | 13 Comments
This information comes from Zelda producer Eiji Aonuma regarding Zelda: Breath of the Wild via a TIME interview…
On letting Link jump manually…
Aonuma: We never really questioned it, we just created a game where there wasn’t a jump function. But we always had an auto-jump. In order to create an environment where we implement an auto-jump function, we had to make sure players always know where to go. We basically created an environment where, say there’s a cliff, a wall, then we created a wider area where users could approach and then auto-jump.
In Breath of the Wild, where you have an environment where things are rounder and rockier, it’s really hard to create that auto-jump function. That meant we had to let it go. We really wanted for Link to climb up things, but it wasn’t fun to create an auto-climb function. By contrast, it was really fun to have Link actually grab on things, and then being able to control that climbing motion. That’s why we needed to introduce jumping, so Link could jump up on things and start climbing.
Back when we were working on this, I wasn’t 100% sure players would be happy with the change, because it’s been such a big part of the franchise for such a long time. But after this E3 experience, I’ve gained confidence it was the right decision.
Eiji Aonuma Mii going out to 3DS owners
Posted on 8 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
Nintendo has started sending out an Eiji Aonuma Mii to 3DS owners in both North America and Europe. If you have SpotPass enabled, you should be seeing him show up very soon (if not already).
Aonuma’s message? “Let’s get wild”. He’s also been showing playing Zelda: Tri Force Heroes recently.
More: Eiji Aonuma, StreetPass Mii Plaza
Miyamoto, Aonuma, and Reggie getting ready for tomorrow’s Treehouse stream
Posted on 8 years ago by Brian(@NE_Brian) in General Nintendo, Images, Random | 18 Comments
Finally we have a photo of Shigeru Miyamoto, Eiji Aonuma, and Reggie Fils-Aime together as we head into tomorrow’s E3 stream. Miyamoto and Aonuma are both wearing t-shirts that feature the same Sheikah symbol found on the E3 site. Not too long to go before the fun begins!
We’re getting ready for Nintendo Treehouse: Live! Tune in tomorrow at 9AM to see what these three are up to! #E32016 pic.twitter.com/eQxBddOW1W
— Nintendo of America (@NintendoAmerica) June 14, 2016
Miyamoto, Aonuma also spotted at E3
Posted on 8 years ago by Brian(@NE_Brian) in General Nintendo, News, Random | 14 Comments
Reggie Fils-Aime isn’t the only Nintendo bigwig at E3 this year. Shigeru Miyamoto and Zelda producer Eiji Aonuma have also been spotted by the show. Given the presence of the new Zelda game at E3, it makes sense that both of them are there!
More: E3 2016, Eiji Aonuma, Shigeru Miyamoto
Zelda: Twilight Princess HD Miiverse Miiting with Aonuma – original game and Wii U version discussed
Posted on 8 years ago by Brian(@NE_Brian) in Wii U | 8 Comments
Zelda series producer Eiji Aonuma stopped by Miiverse yesterday for a special interview. He spoke about the game in general, shared (and discussed) some concept art, and even admitted that he’s unclear about a specific story point towards the end of the game. Specifically regarding the HD version, Aonuma also commented on stressing over the graphics, wanting to fix certain elements, and more.
We’ve managed to capture a screengab of the entire Miiverse Miiting. To read it in full, head past the break.
Aonuma and Sano on Twilight Princess HD – challenges, picking Tantalus, more
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 14 Comments
Last week, Stack published an interview with Zelda series producer Eiji Aonuma and assistant director Tomomi Sano about Twilight Princess HD. Between them both, they commented on when the project began, challenges in remaking the game, why Tantalus was specifically chosen, and more.
As usual, we’ve picked out some excerpts below. The full interview is located here.
Aonuma and Sano on Twilight Princess HD – how it came to be, considered Wiimote controls, more
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 23 Comments
This week’s issue of Famitsu contains an interview about The Legend of Zelda: Twilight Princess HD. Series producer Eiji Aonuma, along with assistant director Tomomi Sano, participated in the discussion.
Topics included how the remake came about, consideration of Wii Remote controls, the Twilight Cave, and more. You can find a full translation of the interview after the break.
Aonuma – Zelda Wii U progressing well, “something new” is key
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 220 Comments
This week’s issue of Famitsu has an interview centered around The Legend of Zelda: Twilight Princess HD. But of course, the discussion wouldn’t have been complete without a question regarding Zelda Wii U.
When asked about how development is going on the new game by Famitsu, Zelda series producer Eiji Aonuma told the magazine:
“Busy. When we did Skyward Sword for the Wii, at the end stages of development, I was in charge of the characters’ dialogue and the in-game text. And, now as well, it’s like it was then. I had to work on text today, too. But, the game has really taken shape, and things have gotten easier. That means things are progressing well.”
Aonuma added that the keyword/key phrase for the game is “something new.” Ocarina of Time was a huge leap for the Zelda series and since then Aonuma explained:
“I think the base of our secret sauce has always been Ocarina of Time. But this time, the change in flavor will be like going from Japanese food to Western style food. Perhaps, players will be surprised. Please look forward to it, because I think we’ll be able to make ‘something new’ like Ocarina of Time was.”
More: Eiji Aonuma, Famitsu, interview, top, Zelda Wii U
Zelda: Twilight Princess HD launch message from Eiji Aonuma on Miiverse
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 4 Comments
Zelda series producer Eiji Aonuma took to Miiverse yesterday and shared a little message for the arrival of Twilight Princess HD in North America and Europe. You can read his words in full below.