A Swedish gaming magazine called Reset recently had the chance to talk with Shigeru Miyamoto and Eiji Aonuma, who have both played a major role in the development of the Legend of Zelda franchise.
Here are some key quotes from the interview:
-Aonuma, who worked on both Majora's Mask and Wind Waker, wasn't totally satisfied with where the series was going after those two games:
"When we finished the work on Wind Waker, a small group of key people gathered (5) to talk about the future for Legend of Zelda. At first our meetings were about how we would re-use Wind Waker's engine, but everytime we talked about Link's age we started to feel insecure. We had told the story of his childhood so many times and felt we didn't have any great ideas.
The turning-point came when we decided that Link shouldn't start as a child. When I told them (our team) about our new direction, everybody suddenly got some great ideas, and I suddenly felt that we should abandon all thoughts about a sequel to Wind Waker and instead building a new graphics engine from scratch. A more adult theme made us go with a more realistic world."
-Aonuma uncharacteristically acknowledges the mistakes in Wind Waker and vows not to allow the same mistakes in Twilight Princess:
"When a project grows continuously, you have to split it to pieces. I was the director for Wind Waker, but I let different people be responsible for different parts of the production. I had control of how things were going for them, but at the end of the production we fought against the clock and there were parts that I was forced to approve even though it didn't feel complete. I apologize that we didn't fix the triforce hunt at the end of the game. It was slow and dull."
"During the Twilight Princess development, I refuse to repeat the mistakes. It means more responsibility for me, but this time we can't let things go wrong."
-While Aonuma is the producer of Twilight Princess, both he and Miyamoto have a big role in the game's development.
-Comments regarding Twilight Princess:
Miyamoto: "The parts you were able to play at E3 remind you much of the precursors if you look at the control and layout, but the new game contains much more than so. The E3 visitors have only seen a small fraction of what the full adventure has to offer"
Aonuma: "Twilight Princess circles around a long and pretty complex story."
Miyamoto: "I have absorbed the criticism we got from Wind Waker that the sea was too big and the number of dungeons and caves were too few. The new game will have more dungeons. Many more."
Aonuma: "To make the game dark is only one of our goals. This is a more serious story, but when you walk around in Toaru Village it's almost like another game. The atmosphere is not serious at all. We want Twilight Princess to contain all sides of what people think of Legend of Zelda."
So, to sum up the main Twilight Princess details in a more readable fashion:
-Though overall darker than previous Zeldas, TP will be very varied as far as atmosphere goes.
-Miyamoto has taken to mind the criticism that Wind Waker's sea was too large with not enough dungeons. Twilight Princess will have more dungeons (even more than Ocarina of Time).
-Twilight Princess's story is long and complex.
-Aonuma vows not to make the same mistakes with Twilight Princess that he did with Wind Waker (mainly, rushing stuff at the end).
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