Zelda: Echoes of Wisdom reportedly started out as Link to the Past sequel
Posted on 2 weeks ago by Brian(@NE_Brian) in News, Switch | 0 comments
A report that went under the radar seems to indicate that The Legend of Zelda: Echoes of Wisdom was originally planned to be a sequel to A Link to the Past.
Prior to the launch of Zelda: Echoes of Wisdom, some fans have pointed out that the game’s map was very reminiscent of the map from A Link to the Past. It turns out there’s apparently a reason for that. Before Nintendo and Grezzo settled on things like the Echoes and having Zelda take the starring role, the game was imagined as a sequel to the SNES classic. That changed once the project entered full development.
Zelda: Echoes of Wisdom’s Tri was initially more human-like
Posted on 1 month ago by Brian(@NE_Brian) in News, Switch | 0 comments
Zelda games are known for their companions, and in Echoes of Wisdom, Tri served that purpose. In a Famitsu interview, the team gave some insight into how the character was finalized.
The most interesting thing here is that, according to co-director Tomomi Sano, Tri originally had a more human-like design in Zelda: Echoes of Wisdom. However, after Tri’s role shifted a bit, so did the character itself. Series producer Eiji Aonuma also stated that having the character not be human was “essential” since “the fact they couldn’t understand human emotions was an important point.”
Zelda: Echoes of Wisdom initially had fall damage, devs talk about why it was removed
Posted on 1 month ago by Brian(@NE_Brian) in News, Switch | 0 comments
According to the developers of Zelda: Echoes of Wisdom, the game originally had fall damage. However, the team ended up changing that for the final release.
Co-director Tomomi Sano and series producer Eiji Aonuma spoke about this in a Famitsu interview. Sano pointed out how Nintendo and Grezzo wanted players to go for trial and error when it came to the Echoes, and wanted them to do so without restrictions. Aonuma also brought up something mentioned by Zelda creator Shigeru Miyamoto, who has spoken about a desire for players to reach the end of Zelda games. That was another factor in keeping fall damage out.
Zelda: Echoes of Wisdom devs explain why making Zelda’s design was “difficult”
Posted on 1 month ago by Brian(@NE_Brian) in News, Switch | 0 comments
The developers of Zelda: Echoes of Wisdom have opened up about designing Zelda for the game, which was a “difficult” challenge for the team.
We’re able to get insight from co-director Tomomi Sano and series producer Eiji Aonuma here. There were a few things that Nintendo and Grezzo needed to balance. For one thing, they couldn’t make Zelda too cute. They also couldn’t make her stand out given her fugitive status, but they also didn’t want her to look too much like a fugitive. Finally, Zelda is a princess at the end of the day, so that’s something the team also needed to keep in mind.
Zelda: Echoes of Wisdom originally let players make their own dungeons
Posted on 3 months ago by Brian(@NE_Brian) in News, Switch | 0 comments
In a new interview ahead of this week’s launch for The Legend of Zelda: Echoes of Wisdom on Switch, the developers revealed that the game was originally being made to let players create their own dungeons. Eventually this morphed into echoes featured in the final product.
We get to hear from Grezzo director Satoshi Terada, Nintendo director Tomomi Sano, and series producer Eiji Aonuma here. The group started off by sharing the following:
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 and Sano on Twilight Princess HD – thinking behind remake, Miiverse stamps, Wolf Link amiibo, more
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 1 Comment
Nintendo Life has published its full interview pertaining to The Legend of Zelda: Twilight Princess HD. Series proucer Eiji Aonuma and Wii U assistant director Tomomi Sano participated in the discussion. Between the two, they discussed the thought process behind remaking Twilight Princess HD, the frame rate, enhancements that were tough to implement, and what went into the Miiverse stamps and Wolf Link amiibo.
Head on below for some excerpts from the interview. For the full talk, visit this page.