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Eiji Aonuma

Zelda producer Eiji Aonuma shared an official message about Majora’s Mask 3D over on Miiverse earlier today. There was one piece of information that was very noteworthy.

According to Aonuma, work on Majora’s Mask 3D began “almost immediately” after the completion of Ocarina of Time 3D. That means this project has been in development for a few years. Aonuma said “we didn’t want to say it was being developed until we were at a point where we could proudly say that this is not going to be just another remake and that it’s going to be worth your time.”

Later in his Miiverse post, Aonuma also reiterated what Nintendo president Satoru Iwata said during this week’s Nintendo Direct. The gameplay experience will be “smoother” than the original title, though the team is staying true to the original world.

Head past the break for Aonuma’s full message about Majora’s Mask 3D.

Eiji Aonuma shares his thoughts on the Master Cycle in his latest post to Miiverse:

Zelda producer Eiji Aonuma has been monitoring feedback about Hyrule Warriors on Miiverse. There’s one thing in particular that seems to have caught his eye.

Aonuma mentioned to Nintendo Life that players have been showing great enthusiasm for Hyrule Warriors’ cut-scenes. This has left him “a little conflicted”, and he wants to ensure that the new Zelda game for Wii U “can hold its own in that aspect against Hyrule Warriors”.

Aonuma’s full comments:

It’s largely thanks to Shigeru Miyamoto that Hyrule Warriors turned out the way it did.

Zelda producer Eiji Aonuma, speaking with Nintendo Life, said that the project was originally going to be “closer to a Zelda game than a Dynasty Warriors game”. But Miyamoto “up-ended the tea table” and advised the team to go in the opposite direction.

According to Aonuma:

At first, when Hayashi-san approached me, he wanted to make this title closer to a Zelda game than a Dynasty Warriors game — that extended to having boss battles in the dungeons and [having] certain characters in the game. However, Mr. Miyamoto came along and up-ended the tea table, saying, “No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.” It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.

Yosuke Hayashi also said the following when asked further regarding the challenge of blending the two franchises together:

This relates a bit to when Mr. Miyamoto stepped in to overturn the tea table. It was really trying to strike that balance of making a game that Zelda fans will enjoy that is different from a typical Zelda game, that has enough elements that people will enjoy but also not losing Zelda fans. We ourselves are Zelda fans as well, so we had to ask ourselves the question of what is it that makes a Zelda game, and how many of those elements do we need to include. Up until the very end, we kept adding different elements to the game until we struck a balance that we were happy with.

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Zelda Wii U

Zelda producer Eiji Aonuma made some comments during interviews at E3 which initially suggested that the character featured in the new game for Wii U could be female. Eventually though, his remarks were clarified.

Aonuma spoke about the situation with EDGE this month and told the magazine, “this reaction from the fans is something I would like to take into consideration as we proceed with development”. He was quick to clarify, however: “that doesn’t mean that we are going to change the main character to a girl.”

Check out Aonuma’s full comments below:

Eiji Aonuma, producer of Zelda Wii U, shared extensive comments to EDGE this month about the game’s open world without giving too much away.

EDGE started out by asking Aonuma about the challenges of adapting a linear design to a world that can be freely explored. He said in response:

In the original Legend of Zelda, there was no clear way to lead the main character to his goal. It was something that we entrusted to the players to find by themselves. As the game later expanded into a franchise, the structure of the game worlds became more and more complex – especially with the introduction of 3D – making it necessary for us to point the player in the right direction. Consequently, progression in the games became more linear.

To recreate a similar experience to the original, we have to give the game world a simple structure that players can understand intuitively. In doing so, it’s very important that we make every aspect of the world feel real and physically connected, so that it’s doesn’t look fake.

We can achieve this thanks to the hardware features of Wii U, but to truly get a deep understanding of the game world, we also need a real map that depicts the world as it is. The GamePad is very effective for displaying this, and thus also [for] providing players with a constant hint on where to head to. I think we can safely say that the innovations in this new game are only possible thanks to the Wii U hardware.

The Legend of Zelda Wii U

Producer Eiji Aonuma recently shared a cryptic teaser about the nature of Zelda Wii U’s open world.

Aonuma – among other employees like Shigeru Miyamoto – were interviewed in this month’s EDGE as part of a significant Nintendo feature. Regarding Zelda Wii U’s world, Aonuma teased:

“Since we’re talking about open worlds, let’s state upfront that we don’t plan to have an open world in the same way other companies have been doing in recent years.”

We’ll let you know if any other interesting bits come out of this month’s EDGE.

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GiantBomb has published new comments from some of the folks behind Hyrule Warriors, including supervisor Eiji Aonuma and producer Yosuke Hayashi.

Much of the talk is from Aonuma, who discussed the game’s origins, how it ties into rethinking Zelda’s conventions, and more. He also left another tease about the new Zelda game for Wii U.

Check out some of the interview comments below. You can find GiantBomb’s full piece here.

The Legend of Zelda Wii U

In a recent edition of the Japanese feature “Nintendo News”, Zelda producer Eiji Aonuma continued speaking about various aspects of the series, including the new game for Wii U.

One of the questions asked about the type of Zelda he wants the project to become. As he’s done in the past, Aonuma spoke about the large-scale world and rethinking the franchise’s traditions.

His comments in full:

The Legend of Zelda: Ocarina of Time

Eiji Aonuma has shared the one Zelda-related memory that moved him the most.

Back in the day, Aonuma received a fan letter from the mother of an elementary school girl who was sadly hospitalized due to an illness. She gave her daughter Zelda: Ocarina of Time to play.

After initially thinking that it would be impossible to complete, the girl started to get the hang of things and ended up deciding, “if Link is trying this hard, then I will, too!” – referring to her rehabilitation. “And before they knew it, she was back to her healthy self,” Aonuma said.

Check out Aonuma’s full words below.


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