This page contains a Flash digital edition of a book.
NEWS | ALPHA


Eiji Aonuma (far left) and Koji Kondo (left) wanted to use an orchestra to help bring Skyward’s grand scale to life


Twilight Princess was a very big


environment, and what we were really aiming for was realness; we wanted to have this real world experience. Looking back I feel that it was maybe too big and there were maybe not enough things in the environment for players to enjoy and challenge. Looking back at Twilight Princess, my


determination and my aim with the new Zelda was to make the game not only big and the environment very large, but to offer many experiences along the way as people journey through the world. This is why there are three big areas on the surface and the huge town Skyloft. Even when you revisit areas all over the environment there are new experiences and themes that can help the player connect their memories through the game and let them get to know the world more deeply.


Was there an overarching design theme or idea that directed the game’s development? Aonuma:Where Twilight Princess was about realness, this time it is really about bringing


DEVELOP-ONLINE.NET


the game’s areas to life; to make players understand and feel the history behind the game, and to deepen the feeling of experiencing it.


It is really about bringing the game’s


areas to life; to make players understand and feel the history behind the game.


Eiji Aonuma, Nintendo


And does working in the shadow of the success of Ocarina of Time concern you? Aonuma: Of course, I wouldn’t deny that I am always aware of the game and the praise it has received, and how much people like the game. On the other hand, I do believe that all the


Zelda games since have offered new aspects to the gameplay and setting.


We just recently did the 3DS version of


Ocarina where we changed some things, and there were still difficulties. Even with that version of the game there were things we could improve upon. One big issue we have dealt with is the saving system, where now you do not have to start the game over from the start point.


So does bettering Ocarina motivate you? Aonuma: Yes, absolutely. But it’s not only Ocarina of Time. We look at every past Zelda title in the franchise, with a view to make people realise that the game has grown and improved. This is what we are aiming for with every release.


How do you approach making the music distinct to Skyward Sword in particular? Kondo: Today I find myself only creating a very few pieces of music for the new games. My concern is about my new younger staff who are creating all sorts of music for Skyward Sword. What I always say is that they must go ahead and create new things. Of


DECEMBER 2011 / JANUARY 2012 | 07


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76