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Eiji Aonuma

We have one final translation from Nintendo Dream‘s interview with Zelda producer Eiji Aonuma… and it’s a big one. The latest excerpt is entirely about Majora’s Mask, and its creation. Aonuma reflects on the work he did for the game, speaks about the creation of Romani Ranch, Anju and Kafei, Pamela, and much more.

Head past the break for our full translation. I’d say it’s very much worth a read if you’re curious about Majora’s Mask’s various elements!

A bunch of excerpts from Game Informer‘s interview with Eiji Aonuma have emerged over the past few days. Yet another one has now been posted online.

Game Informer asked the Zelda producer about how he approached making changes in The Legend of Zelda: Majora’s Mask 3D. You can read up on his full response below.

We have another three excerpts from Game Informer‘s interview with Zelda producer Eiji Aonuma. These latest summaries cover Aonuma’s path into game design, how he came to be in charge of Zelda, and the three-day cycle in Majora’s Mask.

You know what to do. Head past the break for the full breakdown.

Another couple of excerpts from Game Informer‘s interview with Eiji Aonuma have been transcribed. The latest Q&A covers the pain behind Link’s transformations in Majora’s Mask, and the soul inside the Fierce Deity Mask.

Check out the full responses below:

GI: “Why does it hurt so much for Link to wear the transformation masks?

Aonuma: We’re talking about masks that were created to contain the memories of people who have died. Often there are things they really wanted to do before they left this world, so becoming them is actually really painful because it’s like hosting a really powerful spirit that’s coming into you.”

GI: “Whose soul is inside the Fierce Deity Mask?

Aonuma: The best I can give you is just a suggestion. The best way to think about it is that the memories of all the people of Termina are inside of the Fierce Deity Mask.”

Source

This month’s issue of Game Informer has an interview with Zelda producer Eiji Aonuma. Aonuma tackled several topics pertaining to Majora’s Mask, including the 5 stages of grief fan theory.

Here’s the full exchange between the two:

Game Informer: Some fans speculate that Majora’s Mask is a metaphor for the stages of grief. The towns-folk are in denial of the moon falling; the Deku King is punishing the monkey out of anger; the ghost in the snow temple is bargaining for a return to the world of the living; Lulu in the Zora Temple is battling with depression; and the final temple could be considered acceptance as it wraps up Link’s journey. Was this considered during development, or is this just a fan interpretation?

Eiji Aonuma: It’s certainly true that each one of these different episodes you talked about has a different emotional cast to it. One feels like it’s tinged with sadness, and another with anger – that certainly was intentional. But, I also want to point out that it’s not that each one of these episodes only has the one emotion that they are conveying. There are certainly other notes that we’re trying to hit as well, and the reason we did this is always to allow the player to experience that emotion – to give them a chance to hook into the emotional tone of this scene and react to it and feel like they want to accomplish something in the game as a result.”

Source

This month’s issue of Nintendo Dream has a rather large interview with Eiji Aonuma, longtime producer of the Zelda series. While the Japanese magazine asked Aonuma about a variety of topics, Majora’s Mask was the main focus. Aonuma talked about the origins of the Majora and Termina names, the Mirror Shield’s connection to a mask owned by the Happy Mask Salesman, and more.

Head past the break for our full translation. The discussion is definitely interesting!

Surprise, surprise! Another interview with Eiji Aonuma has appeared. The latest one comes from Game Informer, who spoke with the Zelda producer.

There are actually quite a few interesting questions and answers. Aonuma was asked if Majora’s Mask is all a dream, teased a special event in the 3DS version for finding all of the bottles (plus there’s an extra one in this version), and shared a development nugget about Twilight Princess’ development.

Head past the break for some interview excerpts. The full talk can be found here.

While speaking with Kotaku, The Legend of Zelda producer Eiji Aonuma discussed the character’s origins. View his comments below.

“I guess the heart of the character there is a little bit of a gag kind of feeling to it. The way the design of the character started is that we needed to think about how the character—the player—would get access to maps in this game. Of course, you could go with a situation where, as soon as he sees an area, you just open up your map and it fills in for you, but we wanted to do something a little bit different.

“So, we thought, what if you had to buy maps? Then suddenly we needed a character that you would be buying maps from. We ultimately ended up with a character here that had a little bit of humor to him that [came from] thinking of…’What sort of person would sell a map?’ And, well, we decided it would be the kind of person who makes a map. And the way that he makes a map is by floating through the air so that he can see the contours of the land and draw them.

IGN’s full interview with Zelda producer Eiji Aonuma has now been published. Aonuma talked all about The Legend of Zelda: Majora’s Mask 3D, including why it took so long, changes made in the game, and more.

View some excerpts from the interview below. You’ll find IGN’s full article here.


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