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Yosuke Hayashi

IGN has more on Linkle, one of the new roster additions to Hyrule Warriors Legends, from Zelda series producer Eiji Aonuma and Koei Tecmo producer Yosuke Hayashi. The two spoke with the site about Linkle’s origins, how the response from fans motivated the team to reconsider her, and the character’s personality. Head past the break for Aonuma and Hayashi’s comments.

Hyrule Warriors Legends will have stereoscopic 3D support – sort of. In an interview with 4Gamer, producer Yosuke Hayashi confirmed that the game will only make use of 3D on the New 3DS.

Naturally, the 3DS is not as powerful as the Wii U. Koei Tecmo worked hard to balance the enemy count, and displaying as many enemies as possible on screen was important. The New 3DS gave Hyrule Warriors Legends that extra boost to make stereoscopic 3D possible.

Hayashi also talked about things we’ve heard in the past: the 3DS version of Hyrule Warriors came about due to fan interest, more characters are coming, amiibo will be supported, DLC characters from the Wii U version will be immediately available on 3DS, and DLC is possible. We’ll also mention that a code will be included with all copies of the game so that players can unlock Toon Link, Tetra, and the King of Hyrule in the Wii U version.

Koei Tecmo is nearly done with the development of Hyrule Warriors Legends, and they’re currently working on polishing things. That makes sense, as the game is launching on January 21 in Japan.

Nintendo and Koei Tecmo officially revealed Hyrule Warriors Legends during the Digital Event that took place on Tuesday. In an interview with Famitsu this week, producer Yosuke Hayashi shares more information about what we can expect from the game.

In one of his responses, Hayashi notes that planning started for the 3DS version after the Wii U title released. He said:

That was after the release of the Wii U version. The Wii U version got a positive reception from people who played it, but as there are already many Zelda titles on the Nintendo 3DS, many Zelda fans said “I’d like to play this on 3DS”. The development of the Nintendo 3DS version took off from there.

Hyrule Warriors logo

Technobubble published an interview with Zelda director/producer Eiji Aonuma and Koei Tecmo producer Yosuke Hayashi before the launch of Hyrule Warriors last year. While it’s a few months old, the discussion contains several noteworthy comments and we wanted to share those with you.

We hear, for example, that Tingle was considered for Hyrule Warriors as a playable character, but Aonuma advised the team against including him. Aonuma commented on the possibility of other Nintendo franchises seeing crossovers with the Zelda series, noted how he’s interested in applying what Hyrule Warriors did with bosses that move across the map for Zelda Wii U, and touched on Zelda remakes. On Hayashi’s side, he spoke about the possibility of Hyrule Warriors 2 and a few other topics.

Head past the break for several excerpts from the interview.

Eurogamer has published a new interview with Hyrule Warriors producer Hisashi Koinuma, Team Ninja boss Yosuke Hayashi, and Koei Tecmo exec and Omega Force leader Akihiro Suzuki. The discussion naturally included more talk of the Wii U game, as well as topics like working with Nintendo again (plus Mario interest?!), and even Star Wars.

You’ll find a few excerpts from Eurogamer’s interview below. Head on over here for the full thing.

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.

Source

Three different companies contributed to Hyrule Warriors to make the game possible. Omega Force and Team Ninja, two subsidiaries under Koei Tecmo, created the project directly. Nintendo also helped out in some capacity.

But what exactly was each company’s function? We now know courtesy of producer Yosuke Hayashia, who divulged to ONM this month:

Omega Force were kind enough to create the “basic Dynasty Warriors style gameplay”, Team Ninja made the “one-on one” and “boss battles” sections for us, and Nintendo gave us the “understanding required for the Zelda series”. As we were using the Zelda IP, Nintendo did detailed checks at the beginning of development, but what really stood out from a developmental perspective was Nintendo’s constant encouragement to “take a freer approach in the creation process”.

Thanks to joclo for the tip.

It sounds like Koei Tecmo wasn’t always planning on having Ghirahim and Zant playable in Hyrule Warriors. Youske Hayashi, one of the game’s producers, told Game Informer this month that the team “originally thought of them strictly as enemy characters”. However, Koei Tecmo ended up including Ghirahim and Zant on the roster “in response to people who wanted to try playing as them”.

The addition of cuccos is another element that made its way into Hyrule Warriors thanks to fans. Hayashi teased, “They will appear during battle, and you’ll have to play the game for yourself to see what will happen.”

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.

Hyrule Warriors does not have traditional online multiplayer. Yet despite the fact that there isn’t a way to take down hoards of enemies with a buddy over the Internet, the game will in fact make use of some online elements.

It turns out that the game’s Adventure Mode is where online connectivity comes into play – all through functionality called “Network Link”. Producer Yosuke Hayashi explained to Game Informer this month how the feature works:

“The Adventure Mode features a ‘Network Link’ feature. This allows you to add a ‘Link’ to your maps whose level is based on other users’ play data. If you come to this Link’s aid and fight alongside him, you’ll get access to special bonuses.”

Hyrule Warriors’ “Adventure Mode” was properly unveiled during last night’s Nintendo Direct. This has players venturing through a recreated version of The Legend of Zelda’s overworld map, with each block on the grid representing a stage with its own conditions that need to be cleared in Hyrule Warriors’ world. New weapons and playable can be unlocked as you progress.


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