In a recent interview with Zelda's director Eiji Aonuma and producer (and all round Nintendo guru) Shigeru Miyamoto, some exciting new information about Twilight Princess has emerged.
Aonuma, director of Majora's Mask and The Wind Waker, commented on how they came up with the concept for Twilight Princess: "When we finished the work on Wind Waker, a small group of key people gathered (five) 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 every time 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 build a new graphics engine from scratch. A more adult theme made us go with a more realistic world.
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.'
Shigeru Miyamoto also promises we ain't seen nothin' yet: '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 went on to say that he wasn't entireley happy with certain parts of The Wind Waker's quest however: '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.'
Miyamoto chipped in with a similar sentiment: '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.'
So there we have it. It sounds like they're committed to making Twilight Princess the best Zelda game yet. And in a lot of people's minds, that would make it the best game ever made. We'll see in November!
David Low
16 Jul, 2005
16 Jul, 2005
New information about Zelda: Twilight Princess
GCN News | Eiji Aonuma and Shigeru Miyamoto speak.
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