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Eiji Aonuma

Even more Hyrule Warriors details and developer comments have come out of this week’s Famitsu. Once again, the information comes from producers Hisashi Koinuma and Yosuke Hayashi as well as Nintendo’s Eiji Aonuma.

Here’s the latest information from the magazine:

Koinuma on whether we’ll see a similar selection of wide-ranging characters…

“Out of all the playable characters [in Hyrule Warriors], there are some surprising characters that made us say ‘why did you pick this one?!’” added Zelda series producer Eiji Aonuma.

– Koinuma said Aonuma didn’t have any requests for certain characters to be included
– Tecmo Koei took care of most of this
– He also joked that Hyrule Warriors has so many characters, that his own staff would get mad at him if he were to ask them to do something similar
– Hayashia said characters can change their weapons and have a completely different fighting style
– Weapon enhancements and character growth systems included
– The Fire Rod-type item seen in the trailer isn’t from the Zelda series
– If a rod like that existed in The Legend of Zelda, we wouldn’t be able to use it in the same way
– Weapons and other important in Hyrule Warriors are acquired through treasure chests
– Hayashi also said that the iconic treasure chest opening animation has been prepared for all of the playable characters

“This is actually a very valuable scene [in The Legend of Zelda]. And this also applies to Hyrule Warriors.” – Aonuma

– According to Hayashi, The Legend of Zelda games have very high-quality boss fights, and if Tecmo Koei were to try emulating something similar, they wouldn’t stand a chance
– Bosses will instead have a Warriors touch by having instances where you’ll face a bunch of smaller enemies to charge up your meter, then unleash a special attack on the boss
– There will also be more Zelda-like features, such as strategically using items that can be found around stages to take on the boss

Message for the fans…

Koinuma: “We plan on having Hyrule Warriors’ first playable demo at E3 this year. With E3 being the opener, we’ll be releasing more and more new information afterwards, so please look forward to it!”

Hayashi: “After watching the trailer that will be shown at E3, it would make us happy to know that you guys will get a better idea of what we’re trying to do. We’ll sequentially reveal the other playable characters, so don’t miss it!”

Aonuma: “I believe it’s safe to say that this title was born as one of the answers from thinking of a new The Legend of Zelda game. By all means, we’d love to have as many people possible enjoy this game.”

Source

Siliconera has translated more quotes from Famitsu’s Hyrule Warriors interview featuring commentary from Zelda producer Eiji Aonuma and Tecmo Koei producers Hisashi Koinuma and Yosuke Hayashi.

All three discussed how the game came to be a bit more further, confirming elements such as how this is the first time that Omega Force and Team Ninja are working together. Aonuma also shared an interesting comment having stated, “I wanted Tecmo Koei to make a Zelda game that I can’t make.”

Read on below for the latest roundup of Famitsu interview bits.

Siliconera has translated parts of Famitsu’s interview with the developers behind Hyrule Warriors. Supervisor Eiji Aonuma, producer Hisashi Koinuma, and producer Yosuke Hayashi discussed the game’s origins in-depth. You’ll find translations from the interview after the break.

ONM has put up its full interview with Zelda series producer and Zelda: A Link Between Worlds composer Ryo Nagamatsu. Between the two, there’s talk about the need to innovate with the franchise, how A Link Between Worlds has created a new direction for potential Zelda games which make use of the top-down view, and more.

Head past the break for comments from Aonuma and Nagamatsu. You can find even more quotes on ONM here.

The first Zelda game had a completely open nature. By comparison, some of the more recent titles became more linear.

According to series producer Eiji Aonuma, this happened because he “thought players didn’t like getting lost, wondering what to do, or where to go.” But starting with A Link Between Worlds, Aonuma has started to question some of the series’ traditional elements.

Aonuma told ONM:

“The recent Zelda games have been rather linear, as I thought players didn’t like getting lost, wondering what to do, or where to go. However, I’ve come to question this ‘traditional’ approach as I felt that we couldn’t gain the sense of wonder that existed in the original Legend of Zelda, in which you made unexpected encounters and where what used to be impossible would suddenly become possible.”

“We will, of course, continue to question and reconsider the approaches we have taken in the past without any reservations.”

Source

The Legend of Zelda: The Wind Waker HD and The Legend of Zelda: A Link Between Worlds both offer Hero modes. In the former title, it’s accessible right away. But in A Link Between Worlds, players must complete the game before tackling the more difficult mode.

Zelda producer Eiji Aonuma discussed why this is so while speaking with ONM. In the magazine’s latest issue, he explained that some gamers may have already played Wind Waker on GameCube, but since A Link Between Worlds is brand new, the team “felt that it was more suitable to have the players first enjoy the game at an appropriate difficulty level and then let them try a harder challenge.”

Aonuma’s comments in full:

Prima’s Zelda Box Set comes with a certificate of authenticity signed by series producer Eiji Aonuma. On the certificate, Aonuma included a brief message for aficionados of the franchise.

Aonuma primarily thanked fans for their dedication. He additionally sneaked in a few words about the next Zelda game – most certainly Zelda Wii U – in which he expresses his “desire to create a unique experience that is beyond your expectations.”

Aonuma’s note in full reads:

It has been 25 years since The Legend of Zelda was introduced to the world, and it is still going strong. This was made possible by the fans who love the series. In the next installment, it is my desire to create a unique experience that is beyond your expectations. We are privileged to have your unwavering support.

The Legend of Zelda: A Link Between Worlds is out now in North America and Europe. To celebrate, series producer Eiji Aonuma took to Miiverse and shared a message with fans.

Aonuma started out by officially confirming that A Link Between Worlds’ Miiverse community will go live once the 3DS system update launches next month. He also spoke about one of the title’s mini-games and Hint Ghosts.

For Aonuma’s full message, read on below.

Eiji Aonuma has a special relationship with Shigeru Miyamoto. After all, the two have been working together for a couple of decades.

Aonuma shared some of his thoughts concerning Miyamoto in GamesTM’s previous issue. Surprisingly, Aonuma revealed, “The time I have spent working with him is even longer than my relationship with my father”. Aonuma also mentioned that he feels he’s “far away from reaching Mr. Miyamoto’s level of perspective” and hopes Miyamoto will “forever” continue providing opinions on Nintendo’s titles.

GameSpot has put up a new article/interview with Zelda producer Eiji Aonuma. Topics include Toon Link, cel-shading technology, budgets, and more. You can find the Q&A rundown after the break.


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