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Some new Zelda TP tidbits from Game Informer
Thunder |
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sonic fans are p. gay
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| QUOTE | GI: Could you outline how the localization process works? Are you involved during all stages of development, or do you come in more towards the end for translation and tweaking the cultural references?
Trinen: Our involvement in the process really varies quite a bit, depending on which team we're working with. When it comes to Twilight Princess, we have a fantastic relationship with Eiji Aonuma and his team, and we workd very closely with them. Nate and I helped put together all of the trailers we've released so far, and we've been in close communication with them on a number of differen levels since before the game was first unveiled at E3 two years ago.
GI: Could you describe any examples of when this process went differently than normal?
Trinen: To be honest I don't know that we have anything that could really qualify as normal anymore. With Twilight Princess, the depth of the story and its connection to past games means that not only does it have twice as much text as Wind Waker, but it includes a fair number of legacy terms that originate in past games, so consistency is a big focus there. We've also been given the oppurtunity to provide a lot of input on everything from play control to difficulty to character design, so over time our role has grown from simply localizing the Zelda games to almost being a branch of the development team itself.
GI: What are some names, situations, jokes, pop culture references that are commonly changed between North American and other territory's releases?
Trinen: There isn't anything that as a rule gets changed when coming to North America. We look at everything within the context of the game and the target audience. The ESRB has, in a sense, made those decisions easier, because we're able to look at content within the context of what we expect the game's raing to be. With Twilight Princess, we expect the game to get a T rating because of the more realistic graphics, so because of that you may see scenes and situations in that game that wouldn't have fit in a game like the Wind Waker. |
I like what I'm hearing, they say there will be lore/references to past games? I hope this doesn't mean just Ocarina of Time, Wind Waker and Majora's Mask, I hope they go as far as Link to the Past and the like. And a more mature adventure this time is good, I've always wanted Zelda to be have a tad more mature story line, so seeing this game has a T rating and will give you situations never to be thought of in a Zelda game is nice to hear. I can't wait :O
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| QUOTE (SonicProject @ Aug 23 2006, 09:12 AM) | | Honestly I don't believe a more mature game necessarily makes it a good game. And I don't understand how greatly the game can be affected with the rating. It's not like I'm squeemish about blood... nor is it like I'm a total blood w**** either. The only way I see the rating affecting anyone is with small children. And perhaps a darker storyline. But meh, who plays a game for the storyline anymore? |
It's more of an atmosphere thing, I guess. Obviously, the core gameplay wouldn't change if the game had a lighter, more childish mood, but the experience would. We've had plenty of Zelda games that had a kid-friendly atmosphere, and I'd like to see one that takes a darker route.
And some of us really do care about the storyline. It isn't the reason we play the game, sure, but that's like saying "nobody plays a game for graphics, so they shouldn't be trying;" it's a piece of advice that, while partially true (in that graphics don't make the game), would result in lower quality games if heeded.
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SonicProject |
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| QUOTE | | It's more of an atmosphere thing, I guess. Obviously, the core gameplay wouldn't change if the game had a lighter, more childish mood, but the experience would. We've had plenty of Zelda games that had a kid-friendly atmosphere, and I'd like to see one that takes a darker route. |
I can agree with that.
| QUOTE | | And some of us really do care about the storyline. It isn't the reason we play the game, sure, but that's like saying "nobody plays a game for graphics, so they shouldn't be trying;" it's a piece of advice that, while true, would result in lower quality games if heeded. |
The lighter storyline didn't affect the quality of the Legend of Zelda games from where I'm standing. It's not like the story was all flowers and rainbows along with peppy characters that smile even in the face of danger.
| QUOTE | | I'd still buy it if it were in Wind Waker's art style no doubt (In fact, I'd love to see it used again with an older Link maybe), but I'd like the series take a more mature direction this time. |
The reason Wind Waker is considered kiddy is because of the graphic style. Not the storyline. O.o
This post has been edited by SonicProject on Aug 23 2006, 09:20 AM
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  Apologies for the nostalgia.
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Tei Sama |
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Keep in mind that Twilight Princess was confirmed by Shiggy to take place between Majora's Mask and Wind Waker, so--unless they'll reference the future, too--most of it will probably be in reference to the Hero of Time's quests, or will help tie loose ends between the Hero of Time and the Hero of Winds.
As for storyline, since I spent a good portion of my adolescence wanting to be a novelist, a good story really helps me enjoy a game. It's not always necessary--Pokémon barely has a story at all and it's one of my favorite series, I'm obsessed with the Jet Set Radio games and their stories aren't as strong as the message they send--but when they exist, and when they're pulled off excellently, it just makes it so much better. Like for Eternal Darkness: Sanity's Requiem, Tales of Symphonia or Skies of Arcadia, all games with incredible stories, it's like part of the formula and it just wouldn't be the same if the story wasn't there to be told.
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| QUOTE (Tei Sama @ Aug 23 2006, 09:22 PM) | | As for storyline, since I spent a good portion of my adolescence wanting to be a novelist, a good story really helps me enjoy a game. It's not always necessary--Pokémon barely has a story at all and it's one of my favorite series, I'm obsessed with the Jet Set Radio games and their stories aren't as strong as the message they send--but when they exist, and when they're pulled off excellently, it just makes it so much better. Like for Eternal Darkness: Sanity's Requiem, Tales of Symphonia or Skies of Arcadia, all games with incredible stories, it's like part of the formula and it just wouldn't be the same if the story wasn't there to be told. |
Agreed 100%. In the case of ED, the storyline pretty much carries the game completely considering the combat gets rather repetitive (well, the storyline and the insanity effects).
also I love how you have to set the clock to 3:33 in that game
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| QUOTE (Tei Sama @ Aug 24 2006, 02:22 AM) | Keep in mind that Twilight Princess was confirmed by Shiggy to take place between Majora's Mask and Wind Waker, so--unless they'll reference the future, too--most of it will probably be in reference to the Hero of Time's quests, or will help tie loose ends between the Hero of Time and the Hero of Winds.
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I'm seriously interested on how vital the Link in Twilight Princess is in terms of "saving the world", compared to his successor and predecessor (Hero of Time and Hero of Winds), because judging by the chronological order this game takes place in I think it's safe to assume that neither Link nor Hyrule is going to make it out skippy clean this time; and that means that this Zelda game will probably be much more "Empire Strikes Back"ish in terms of the good side not winning their fight.
Of course, this is just my prediction.
On the subject of storylines not being vital to a product - it really ticks me off when somebody says storylines take a seat behind gameplay mechanics or vice versa. One doesn't take a back seat to the other - they're just riding in seperate vehicles. The thing is, both gameplay mechanics and a storyline can both equally make a game enjoyable and memorable. For example, while Ocarina of Time may have just touted an old cliche story (princess, chosen one, etc.) it was memorable because of it's several characters, dialogue, amazing (at the time atleast) engine and incredible visuals (which are other important variables to a game's success).
Games like Final Fantasty and Metal Gear Solid are widely considered nothing more than interactive movies (or interactive books in FF's case), but the developers certainly aren't denying that. If a well known and talented developer publically admits that their game is more of an interactive "book" or "movie" with dwindled gameplay mechanics, then it's safe to say it's going to be a fairly entertaining piece of literary work nontheless.
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