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A portion of a Nintendo Power interview with Miyamoto...
NP: We've heard from a lot of people who are under the impression that the next console Zelda game is going to be something radically different from what we've seen in the past. Is that the case?
Miyamoto: No, I don't think it's going to be that radically different. Accessible gameplay. Something that we're going to look at focusing within that 3-D realm is really highlighting the things that are important within the Zelda franchise--the actions that Link can take. I think it's easy to maybe overthink it because you're in that 3-D realm of all the different things you should be doing or try to be doing, and really what's important to understand is what's available to you, and just focus down on what's best suited for that rather than just trying to implement a whole bunch of different things.
NP: And, of course, everyone wants to know exactly who that female character is in the illustration.
Miyamoto: Yeah, that's probably the most important part of that artwork. I really can't talk too much about [it]; one thing that's important to note in that artwork, though, is that Link is carrying a shield, but that's all he's carrying.
NP: Now, before you showed the image, you talked about wanting everybody to have unique, personal memories of their adventures in Hyrule. Is that something you're actually trying to implement in the game--a personalized Zelda experience for every player?
Miyamoto: Every person's own individual experiences with the game should be unique and [be] their own sort of "My Zelda" experience, and I think that's super important, and we have to look at that when we're creating dungeons and how we can make that come true. So spending a lot of time concentrating our efforts in that area. But it's not going to become individual: "Hi, I'm this Zelda!" or "I'm this Zelda!" or "I'm this Link!" or whatever. The experience will be unique but within this world that we've defined.


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I hope that the "my Zelda" experience means "a less linear Zelda".
With all this zelda talk, something tells me we'll get a little teaser at the tokyo game shower
i really hope for that.
even a little Ingame footage would be enough for a couple of screengrabs.
Man, I so hope they dig into the origins of that effin awesome blade.
Funny how the kind code hasn't been mentioned once.. I thought that it was going to be implemented on this Zelda. It would be nice if they amp up the difficulty a bit.
You can't rule anything out. This is MIYAMOTO we're talking about!
Or I am just reading to much into this.
Doubtful. They generally don't appear at TGS (though they did when they revealed the Wii's controller).
The earliest we'll see anything on this will probably be at the Fall Summit.
I think you are a reading a bit too much. Just think about it, Zelda games are already massive, creating "alternate" ways to reach the same goal sound like a lot of work to me.
@Sentient
The only thing I can see with the "difficulty levels" thing is if they just make the enemies hit harder/better AI, as for the dungeons I dont think the Zelda team will implement different difficulty settings for every dungeon/temple.
Either one works, both are in the fall If i Recall correctly, is the fall summit now annually? I recall it started last year, but never heard if it was gonna continue
Then explain to me what Miyamoto was trying to hint at in the last paragraph.
And while the Zelda games are big they aren't that big, they could make them much larger and longer if they want to.
inb4 thats what she said
Also I want there to be more than the typical 8 dungeons with 1 boss.
Really they should let Capcom handle this. The Oracle games were the best.
Please, don't let the soundtrack consist mostly of one song. That was so disappointing in TP, almost every song was just a remix of the overworld music.
I cant tell what Miyamoto is thinking but that last part he probably means something on a more basic level. For example if we both played Ocarina of Time my experience would be different from yours because there are different things that you can do, like for example i might have gone to lon lon ranch first and you might have wandered to lake hylia and then as the game progresses our experience with it will differ in ways that makes it our own. Lol im not even sure if that makes any sense but anyways...
like I said I cant tell what he's thinking, you might be right and hopefully you are because I would love a bigger Zelda game, I just dont think thats what he meant.
The gameplay and art style will be A+ as always, but the story and depth will stick to it's guns -- accessible and fun. Seems alot of fans are expecting something more like Fable or Oblivion - which is never going to happen inhouse at Nintendo.
Like with TP? If they don't delay it by two years it'll be fine.
Am I the only one who loves block pushing and missed it in Twilight Princess? There was what, two rooms in the whole game that had little block puzzles?
I read somewhere how the male brain actually releases good-feeling chemicals (endorphins and what not) -- when a) we spot, follow, aim and hit a target and b) solve a problem. Basically our male hunting instincts kicking in. Which is pretty much zelda gaming at it's core - probably why it's so popular.
You mean the sliding ice blocks? I think you missed the cavern with the multiple sliding block puzzles...
"Really they should let Capcom handle this. The Oracle games were the best."
Uhhhh. No.
"oblivion and fable,"
perhaps thats what miyamoto meant by it won't be "that" radically different,
"for a zelda game"
even though those games aren't that dissimilar to zelda you know what i mean
or the first person rumours
probably means more interaction with NPCs, even more sidequests, etc...
The Zelda franchise have always been about exploration, and this one seems to be no different. I'm really looking forward to this game.
You disagree? Not it's the same team that made 4S, MC, and the remake of ALTTP.
@Andew
Oblivion and Fable would be good examples for what they could do with the environment and side-quests. But yeah, not the best examples for Zelda games. I wouldn't mind something that kinda had it's story and areas follow the Okami design where the story doesn't get repetitive and the dungeons look like regular areas sometimes.
First of all, not only was the "remake" of ALttP a joint project between R&D and Capcom's Flagship studio, how can you even call it a remake? All the improvements are tiny, minuscule polishings on detail. Four Swords =/= Core Zelda game. And while I think Minish Cap is a great game, I still wouldn't want them to make the next console Zelda. It's not like MC is as good as OoT/MM/tWW.
@inteliboy
I only pray that this game will not take any cues from the likes of Oblivion and Fable.
Also, call me crazy, but I'd like to see what Kojima Productions could bring to the Zelda universe.
One hour cutscenes? Lol, I kid, but it's going to be pretty interesting what Kojima does with the new Castlevania since that's been IGA's job for years now.
I can see Capcom becoming involved with Zelda again in the future, but in what way they'd be involved I'm not certain (Flagship closed down years ago and, as we know, both DS Zelda's have been in house developed).
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