Aonuma Talks Zelda's Past, Nintendo DS Zelda Plans
Thanks to GameSpy for its interview with Nintendo's Eiji Aonuma on the Zelda franchise, as the EAD deputy manager reveals he wasn't a fan of early Zelda efforts ("I could not stand the original Zelda. When I first played it, I did not know what I was doing. I was overwhelmed by enemies and I got killed right away"), questions the infamous CD-I Zelda titles ("I must admit, they were a strange characterization of the Zelda games"), and mentions future franchise plans, including a previously unconfirmed Nintendo DS Zelda title: "We have a Game Boy Advance Zelda [Minish Cap], a DS Zelda, and this [realistic] GameCube one."
He couldn't play/didn't appreciate the original Zelda? IMO he shouldn't be allowed within the same building as a team that's working on a new one. There's a lot of love for the old characters who're still around and fans expect at least some level of character integrity over the years; beating the first game should be part of the application process to touch any future Zelda game.
I'm not flaming or trolling here, I love each and every game in the Zelda series. But is anyone else a little spooked by this interview?
This guy is taking a big, big role on all future Zelda projects, and he's spooked by games that require jumping?!? Thought Zelda 1 was too hard?! Somehow I think Miyamoto's final touches to the last few Zelda games have been much more significant than Aonuma cares to admit...
It's also weird to see how much budget has played a role in the Zelda storylines and gameplay. Then again, I suppose that innovating within restraints is a part of any job.
Here's to hoping that Zelda continues to entertain for years to come!
Go here for teh [sic] funny.
It would appear that the developers behind DEII really didn't like the original Deus Ex. Hence the unified ammo, lack of skills, no depth, poor voice-acting, etc.
With such a rock-solid gameplan, what could go wrong ?!?
--LordPixie
I think what a lot of technical people don't want to admit is that it doesn't take a technically-capable person to create art and entertainment that is technically appealing to technical people.
It's been proven that geeks without design backgrounds shouldn't be left alone in the GUI design room. I'm not saying that gamers shouldn't be allowed in the game design room, but I am suggesting that maybe having someone who isn't a time-run caliber player as the leader of a project for a game that is meant to be widely appealing isn't the worst of things. If anything, the insights of both Miyamoto and Aonuma - one who has said that he has in the past disliked computers, and one who has recently stated that he didn't like the first Zelda game - have already been quite far-reaching, to positive effect, BOTH on the Zelda games that we all love playing regardless.
I think Zelda is by far the greatest commodity Nintendo has (ok, maybe Mario is greater, but it's just my opinion). They need to make sure they treat it with respect. I don't think they did that with Wind Waker.
My favorite Zelda game still has to be "A Link to the Past" on the SNES. The graphics were alright (for the SNES), but it was the gameplay that drew me in. The puzzles were good, the monsters were a little more bad-a$$ (except in dark world, where pumpkins and cucumbers roamed the earth). It was just an overall fun experience that a 7-year-old or a 20-year-old can enjoy.
Personally, I LOVE cel shading, so it wasn't the art that made me dislike "Wind Waker." I think cel shading is a better approach to some games; stop going for pure realism (because it's hard to do, and would sort of suck), and go for a cartoon look (like anime). Though "Robotech: Battle Cry" was a poor game, it was AWESOME to jump into action and have it act like the cartoon.
What I didn't like about Wind Waker was it just didn't feel like Zelda. You travelled via boat, and all of the enemies acted like they were in a kiddie cartoon. The game was alright, it just didn't appeal to me as much. Guys running-in-place in mid-air, kiddy enemies, talking boats, playing hide-and-seek, etc just didn't appeal to me.
In short, I hope they maintain the dignity that the Zelda franchise deserves. If they have kick-ass graphics, then good. But they better have a good story and great gameplay. Otherwise we may have to wait years (and console-generations) for another title. Until then, I remain skeptical.
"he's spooked by games that require jumping"
I think this point is reasonable, if you approach it from the proper POV. From my limited experience with Zelda (starting at Ocarina onward, with GBA Link to Past thrown in), it doesn't seem that jumping is all that important in terms of gameplay (IIRC, there hasn't been a jump button in any of the Zelda games that I've played). Yes, one jumps by running off the ledge, but one doesn't actively control the jump in the same way as in a Mario or Metroid game. So the fact that jumping games scare him doesn't really matter as that skillset isn't a part of Zelda. As it is, Zelda games have been much more oriented on problem solving rather than arcade reflexes (with the exception of the boss battles, most combat is ridiculously easy).
" Why was parent post modded as troll?"
(Score:-1, Offtopic)
*Sigh* You know, it is never off-topic to ask why somebody thought a comment was inflammatory.
Well, there was an item in Link's Awakening that was used to jump, but you usually didn't have to be very precise with it. I think you've got it right, though... Zelda games aren't about jumping. That's what Mario is there for.
"This guy is taking a big, big role on all future Zelda projects, and he's spooked by games that require jumping?!?"
Zelda is supposed to be about exploring and adventuring, not falling off a ledge for the umpteen-millionth time because you didn't time your jumps juuuust right. That's why God gave us Castlevania 64.
"Thought Zelda 1 was too hard?!"
OK, bright boy, answer me this: Without 20 years of hindsight, without Nintendo Power, without the Official Nintendo Player's Guide, without The Legend of Zelda: Tips & Tactics, without friends who already knew, without calling up a Nintendo game counselor, without even breaking the seal on the partial map that came with the game...
How the heck are you supposed to find the 7th and 8th labrynths?
I remember wanting one of those things SO badly... but as a college kid I could never raise the money for one...
I just remember them doing great full motion video and having all the bells and whistles I wished my PC had at the time.
I was a gamer even way back then, but of course I only has the snes, and SFII gave me and my pals countless hours of fun... I was never *really* impressed with what it could do.
BUT it did give me my love for Zelda... that last even to today.
Before I start... this post is intended as an honest query, not as a troll.
But perhaps somebody could explain what exactly the pull of Zelda is? I've only been exposed to the franchise fairly recently; I bought a Gamecube just before Christmas, largely because I'd had Wind Walker recommended to me by so many people and websites. I'd basically been told it was an RPG, and I'm generally a huge fan of this genre. I'd consider my tastes within RPGs to be pretty wide, ranging from the more hardcore PC titles such as Eye of the Beholder, Baldurs Gate and Neverwinter Nights through to the console offerings such as the Final Fantasy games and KOTOR and even action RPGs such as Kingdom Hearts.
However, when I played the game, I struggled to find any RPG elements to it at all. I've played through the first few islands (most recently the one with the big dragon at the top) and, from what I've experienced so far, it just seems to be a platform game with shoddy controls and shallow combat.
Now, I'm the first to admit that I probably went into this game expecting it to be something that it clearly isn't. I'd be very grateful if anybody could explain to me what it actually *is*, as I'd love to be able to get into the right frame of mind for it and I feel a bit guilty that my Gamecube is just gathering dust.
"There's a secret where fairies don't live"
- Was a clue in dungeon 6. Also, dungeon 8 was kinda obvious since it was in the middle of the road.
Though I shouldn't talk. I couldn't find dungeon 2 without a map.
"What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
"There's a secret where fairies don't live"
Yeah, and after burning every bush around that pond (which would take for-fucking-EVAR!!1!1!! when you consider where the red candle is) you might think to try the whistle. That would seem counter-productive, though, since all that would do is whisk you away to another part of the map...
"Also, dungeon 8 was kinda obvious since it was in the middle of the road."
A road in the middle of nowhere that doesn't go anywhere interesting. You might have stumbled across it if you got lost on your way to the the second labrynth, but...
(And I could be mean and ask about the location of the eighth labrynth in the second quest...)
"Though I shouldn't talk. I couldn't find dungeon 2 without a map."
That one they actually put in the instruction manual towards the back (past the walkthrough of the first labrynth).
Heh. I play too many fantasy games. Playing music at an empty lake seems intuitive to me.
"What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.