View Full Version : New, realistic Zelda
Miyamato officially announced that a new Zelda is in development and it will have the realistic graphics that was first suggested for the Wind Waker.:)
Tagrineth
May 30th, 2003, 18:22
Originally posted by FAR
Miyamato officially announced that a new Zelda is in development and it will have the realistic graphics that was first suggested for the Wind Waker.:)
No, all he said was they were looking at different art styles again, and that they probably wouldn't use the same one again in the next Zelda game.
For all we know, he wants to use wireframe mode in the next one. :flowers:
nephalim
May 30th, 2003, 19:13
Nope, you are both wrong.
The next Zelda (not Tetra's Trackers) is currently in development and will use the same engine as Wind Waker.
Eiji Aonuma stated this, and also stated he will be working as producer instead of director. This inevitably means Miyamoto is completely stepping down, and god knows who will be directing the game.
It's a sad, sad, day for Zelda fans.
I'll post the interview if you'd like.
blizz
May 30th, 2003, 19:46
The other problem with WW was of course that it wasn't the hero of time, it's kinda sad but I'd like to see what happened in the end to "Link the Hero of Time"
Tagrineth
May 30th, 2003, 21:13
Originally posted by nephalim
Nope, you are both wrong.
The next Zelda (not Tetra's Trackers) is currently in development and will use the same engine as Wind Waker.
Eiji Aonuma stated this, and also stated he will be working as producer instead of director. This inevitably means Miyamoto is completely stepping down, and god knows who will be directing the game.
It's a sad, sad, day for Zelda fans.
I'll post the interview if you'd like.
You don't know Miyamoto is leaving Zelda; he could be moving down to director, which is where he should be. =)
He WILL have a part in the next Zelda though.
And if you're including the fact that it's using The Wind Waker's engine in the "sad day" part, I have something to say about that too =)
alexa999
May 31st, 2003, 01:10
Originally posted by nephalim
Nope, you are both wrong.
The next Zelda (not Tetra's Trackers) is currently in development and will use the same engine as Wind Waker.
Eiji Aonuma stated this, and also stated he will be working as producer instead of director. This inevitably means Miyamoto is completely stepping down, and god knows who will be directing the game.
It's a sad, sad, day for Zelda fans.
I'll post the interview if you'd like.
Could you please post the interview?:flowers:
nephalim
May 31st, 2003, 02:24
Interview by Paul Davies
To begin, is there anything you can tell us about the sequel to Wind Waker? How far are you into development and when will we see it?
Aonuma: I am unable to give you any details right now. I am hoping to have a playable version ready by next year's E3, so I'm hoping you'll be patient and look forward to that.
As I did between Ocarina of Time and Majora's Mask, I will use the same engine and the same graphics of Wind Waker for its sequel. However, I do plan on powering everything up a bit.
Is it part of a series or do you just make each game standalone? Or is that dependent on the popularity of the previous game?
Aonuma: When creating a sequel to an original, I like to look first and foremost about what was good and bad with the original. However, when creating a game, I like to make sure it's a complete story within itself, so it doesn't require a sequel and there's no explanation needed - that is how I approach all my projects.
With regards to the graphical style, was it your idea to move away from the look of Ocarina and go with cel-shading?
Aonuma: Yes, I proposed it to Mr. Miyamoto as I felt it was the right way to go.
Why did you feel this was appropriate?
Aonuma: I tried to make something a little more realistic with the N64 version and I actually feel that took away from the playability of the game. When creating Wind Waker, I actually shrunk the characters a little bit, making them easier to manoeuvre, with simpler movements.
Right now, there's a really realistic looking Link in Soul Calibur II. That Link is not required to travel really long distances - if he had to it would take forever. Making Link smaller means he's able to travel faster and his movements are more direct.
Will the sequel to The Wind Waker be sea-faring again or do you plan to include a different mode of transport?
Aonuma: Did you find it a hassle to travel by boat?
Aonuma: I was playing it through in Japanese at first, so I didn't know about the fish who marks locations on your sea chart, but when I found that it was fine.
Aonuma: With regards Link's method of transport in Wind Waker 2, I still don't know. The play field has not been determined yet. In Wind Waker, because we decided to put him on the ocean, his method of transport was boat by default - it wan't that we specifically wanted to put him in a boat.
Can you give us a little background on how you came to work on The Wind Waker?
Aonuma: When we decided to release GameCube and make a Zelda game for it, I didn't think I was going to be responsible for it. But one day I walked into Mr. Miyamoto's office and said: "OK, what am I going to work on next?" and Miyamoto-san said: "You're not working on Zelda yet?" [laughs]
I don't know if there's a specific reason but it was Miyamoto-san's decision.
When you began the game, what were the biggest challenges you faced?
Aonuma: Because the GameCube was a new system, I had to learn how to develop for it and build a different engine - that's where I started and that was a big challenge for me. I did have the knowledge of 3D from N64 though, so that was something we overcame without too much difficulty. Also, the cel-shading was a huge challenge for me.
The Wind Waker is a massively important title with a controversial look, and must have been a very streesful project. Did you still have fun making it?
Aonuma: Actually with this project I was able to have a lot of fun. I don't know if it's because I'm getting older - I've recently turned 40 - but going into projects, while stressful, is always more of a challenge than anything else. I look forward to pleasing Miyamoto-san, and it's looking forward to his reaction that puts a good kind of pressure on me.
Why did you decide to stick with text-based dialogue rather than using speech?
Aonuma: With conversation, using text has always been Zelda's style - it's always worked that way. And another reason for keeping it text-based is because, when anyone reads anything - a novel, text on a screen - they're able to give it their own kind of flavour, their own interpretation and voice.
Rather than influencing that by making the on-screen characters speak, I intentionally wanted players to read the text. I don't know if you've noticed, but Link never speaks - this is also intentional as I want the player to create their own idea of who Link is, rather than giving him a voice.
What is it about Link that has captured the imagination of gamers for years?
As I said before, each player has their own version of Link. And because everyone has created their own Link, everyone can relate to him and have their own idea of who he is.
Does The Wind Waker match up with your original vision for the project?
Aonuma: I am not an artist. Granted I do have an image of how the game will look in the end, but what I normally do is try to convey the look and feel of the game to the artists - lots of minor details. The artists then take those words and create something on-screen for me. I'm very grateful that I have the staff that I do, because they usually come up with something more beautiful and elaborate than I could have imagined.
Going into The Wind Waker, I had an image that they were able to create and more. I'm very happy that I'll be working with the same staff on the next project, this time as a producer. But the planning department is the same, the creative department is the same, so I hope we can create something even greater than The Wind Waker.
Are you going to be working on any online titles?
Aonuma: I don't know where the company stands on this at present, but I'm not working on any online projects, nor have I heard of any online projects. One thing I can say is that, rather than online, Nintendo's focus this year is on connectivity with many games based on this. My take on connectivity is that it's one-room online gaming.
What games have impressed you at this year's E3, and are there any Xbox or PS2 titles you would like to see on GameCube?
Aonuma: Unfortunately I've been very busy this E3 and not had the time to walk the showfloor as much as I'd have liked. I did check out the PS2 and Xbox stands and tried a couple of the games. As for games I like, I've always had an interest in series games, seeing as though I'm working on one myself. It's always nice to see what other companies and other people are doing with their titles, and how their titles are evolving, making we wonder about where my title should go in the future.
With regard to games I'd like on the GameCube, my head is full of Tetra's Trackers and Four Swords, so I haven't had a chance to think about that yet! [laughs].
Have you been working on Zelda series since SNES or before? Did you work on the original Zelda?
Aonuma: I'm still a student! [laughs]
I guess what I'm driving at is, when I spoke to Miyamoto once, we were asking him about online and so on, and he said that games should be about communication, and that communication was a really strong aspect of the Zelda series. Not just the characters communicating with each other, but also players getting stuck and communicating with their friends. I was wondering how much of that element you were conscious of including in The Wind Waker. Are there puzzles in there you deliberately make difficult so that people will talk about them?
Aonuma: With regard to making puzzles too difficult, I would never do that to our fans! [laughs] If anything, I'll make it so there are a series of steps required to solve the puzzle, but in the end I want the player to feel: "Hey, I'm really clever for solving that by myself!" To force someone to go and ask their friend is probably not a good way to go.
And is there one element you try to include in all of your titles? Nagoshi-san [currently working on F-Zero] says it's speed. Is there one for you?
Aonuma: I really value communication; the relationship between the player and the characters around them. The thought of having just one character progressing alone is not something I want to happen in my games. The way my character meets others, relates to them and leaves is really important.
It's good when he says goodbye to his granny.
Aonuma: [laughs]
And the little snotty kid as well!
Aonuma: [laughs]
Can you tell us about any life experiences that have helped in/had an impact on making Zelda games?
Aonuma: I recently had a baby - he's just over a year old - and I find myself taking walks with him quite often. When I'm with him, even if I'm going down the same street I've walked many times, I get a different view of the world just because of his reactions to it.
He looks at things I haven't noticed and looks at things that aren't there, and sometimes it's a little scary! [laughs] I do find that that's a little bit of an adventure with my son and a different kind of communication, and you might see aspects of that in the following game.
Johnny Minkley
--------------------
I think this interview is really sad. It makes me really dislike Eiji Aonuma, due to such quotes as "I am not an artist," and the completely false notion that because link is SMALLER he can go FASTER (WTF is he thinking?) Nevermind the fact that he can't say for sure we won't be plopped back into an ocean. If the next game is set on an ocean, I won't even LOOK at it, i'll tell you that much.
On top of that, we have sad news of Miyamoto's absense as producer (unless he will be co-producing) and to assume he will be directing is a rather off-the-wall assumption. I hope they get someone great to direct the game, but somehow I doubt it and don't have much hope for the future of Nintendo and Zelda.
Anyway, you asked, and I provided.
NeTo
May 31st, 2003, 04:20
:cry:
blizz
June 1st, 2003, 10:26
it's not actually the cel shading we have an issue with (even if cel shading is being over used) in a nutshell:
We want a Zelda game were Gannondorf doesn't look like a pimp and Link doesn't look like his bitch.
Originally posted by blizz
it's not actually the cel shading we have an issue with
*ahem* :satisfied
2fast4u
June 1st, 2003, 19:57
Originally posted by Jaz
*ahem* :satisfied
rephrase ... most of us, not including the welsh :plain:
blizz
June 1st, 2003, 21:31
Jaz: you don't count, you don't like Zelda anyway :P
ShinjiIkari
June 2nd, 2003, 10:02
Windwaker==the sux
Just my thoughts on the matter
Davemc
June 2nd, 2003, 12:21
Yeah, very constructive.
Originally posted by blizz
Jaz: you don't count, you don't like Zelda anyway :P
*lol* Good point. Besides, it's not that I dislike the Zelda series. I hate it. :satisfied
nephalim
June 2nd, 2003, 19:10
Wind Wa·ker
n.
1.
. a. Huge dissapointment and let-down by Nintendo.
. b. Aimed primarily at very young children as opposed to everyone including loyal fans.
2. The beginning of Nintendo's end.
Tagrineth
June 3rd, 2003, 00:12
Originally posted by ShinjiIkari
Windwaker==the sux
Originally posted by nephalim
Wind Wa·ker
n.
1.
. a. Huge dissapointment and let-down by Nintendo.
. b. Aimed primarily at very young children as opposed to everyone including loyal fans.
2. The beginning of Nintendo's end.
OK... how was it a disappointment? How it is the sux? Can we get past "OMG IT SUX0RZ" and start giving reasons?
Originally posted by Tagrineth
and start giving reasons?
"Because it's a Zelda game" not enough? ;)
ra5555
June 4th, 2003, 00:04
Your guys are all saying wind-waker sucks without support for your reasons, which in my opinion does not prove wind-waker suck. Instead, you guys are just telling us you don't like wind-waker because you don't like it. ;)
alexa999
June 4th, 2003, 01:47
Originally posted by ra5555
Your guys are all saying wind-waker sucks without support for your reasons, which in my opinion does not prove wind-waker suck. Instead, you guys are just telling us you don't like wind-waker because you don't like it. ;)
Yeah, Everybody has a different opinion.:) I love Wind Waker.:) I played it every other day for two months then I beat it.:)
nephalim
June 4th, 2003, 02:06
I wrote a review on GameFAQs. If you feel so determined to know why I think Wind Waker sucks, go read it :P
Tagrineth
June 4th, 2003, 03:36
Originally posted by nephalim
I wrote a review on GameFAQs. If you feel so determined to know why I think Wind Waker sucks, go read it :P
/me reads
Link always gets the Triforce of Courage in all the Zelda Games. He is supposed to be going against all odds against all evils and win because of his overwhelming courage.
The fuck?
Link, for example, could have had a MUCH more detailed model. A lot of the enemies were more detailed than Link! He is just not up to par. And his gigantic head and eyes just don't look right to me. There are dithering problems, depth problems galore, there is many instances of little imperfections that are just unacceptable in a game that has so much graphical polish you can barely see the worn out boot underneath.
Link's model looks fine to me. And the 'gigantic head and eyes' are on everyone Link's age - Tetra and Link's sister (name escapes me) come to mind immediately. Also the four trouble-making kids in the first majour village place. And depth problems? Explain.
Aiming the cannon is total guesswork and horrible from a gameplay standpoint
Wrong. Algebra 2. I can do the Cannon mini-game in five shots, even with a towel covering the corner of the screen which tells you your shot angle.
The little frustrating things such as having to change the wind every time you overshoot your destination is one of the most annoying things I've ever had to deal with. Forget about going in a circle around an island. By the time the game was done I was ready to throw my controller into the sea.
Remove sail, then hold R.
Other than those questionable attacks, I do agree with a lot of what you said... but the game has two things that most games today lack - except in the sea, of course - fun factor and personality.
But I agree on all your points about the sea. I hate it.
nephalim
June 4th, 2003, 05:32
Originally posted by Tagrineth
* Tagrineth reads
And depth problems? Explain.
Wrong. Algebra 2. I can do the Cannon mini-game in five shots, even with a towel covering the corner of the screen which tells you your shot angle.
Remove sail, then hold R.
But I agree on all your points about the sea. I hate it.
Depth problems: most obvious example: the water going through the bottom of the boat
I don't believe you that you can do the canon mini-game in 5 shots (no offense intended.) That said, even though "total guesswork" might have been slightly innapropriate, it's simply bad gameplay - as were the other examples I gave in that part. That's just one small piece of the whole. Not being able to sail and fight (at the same time) is the most major gripe.
Remove sail and hold R? That's your solution to having to change the wind constantly? First of all, you CRAWL, and section of all, while that may save you from changing the wind for every tiny thing, it's still quite annoying, and I imagine doing that often would make the crawl you travel at just as annoying.
The second two paragraphs are my opinion. (As was the review, obviously.) Glad you agreed with the whole. I'm doing a bare minimum game, and doing it that way the game is decent as a whole, except for the badly written (IMO) story (keep the flames to yourself, please.) It's just that the ocean was so badly implemented to the point of being terrible, then we have the aimed at young children aspect, and everything that comes along with that (in Nintendo's opinion,) and a few other things and overall the game is more bad than good IMO, although the good is EXCELLENT usually.
It's a GOOD game, but it's a TERRIBLE ZELDA game, IMHO.
Tagrineth
June 4th, 2003, 16:55
Originally posted by nephalim
Depth problems: most obvious example: the water going through the bottom of the boat
I think you're equating "3D graphics depth" with "water depth." :flowers:
What you're talking about is a clipping problem, not depth. Water that goes "through" the boat should instead flatten out under it, or something along those lines... but that isn't easy with GCN's fixed-function transforms.
It's a shame; GCN's one real shortcoming compared to both PS2 and Xbox is no programmable vertex shader. Oh well...
I don't believe you that you can do the canon mini-game in 5 shots (no offense intended.)
My stepdad doesn't believe it either, and he's watched me do it. :satisfied
That said, even though "total guesswork" might have been slightly innapropriate, it's simply bad gameplay - as were the other examples I gave in that part. That's just one small piece of the whole. Not being able to sail and fight (at the same time) is the most major gripe.
Yes, having the sail as an item and thus having to get rid of it while fighting is a pain, but fights out at sea do tend to be quick (boomerang, anyone? :D)
Remove sail and hold R? That's your solution to having to change the wind constantly? First of all, you CRAWL, and section of all, while that may save you from changing the wind for every tiny thing, it's still quite annoying, and I imagine doing that often would make the crawl you travel at just as annoying.
True, coasting is slow, but you get my point.
And if you miss the island that badly, you really need to practice closing your sail... :saint:
EDIT: Oh, and you CAN sail "against the wind", but you have to zig-zag. Just like with a real sailboat. :happy: Except that in TWW you have to turn much harder than a real boat would have to... oh well. Just turn your boat so you're perpendicular to the wind; you'll get a burst of speed, then you turn toward the wind again and you'll maintain your speed long enough to turn the other way, perpendicular again.
Well, anyway, we've already taken this way too far :flowers: but whatever. I agree on the terribly implemented sea though...
Originally posted by ra5555
Your guys are all saying wind-waker sucks without support for your reasons
I gave reasons. ;)
But then, I should probably stop posting in all Zelda threads. :satisfied
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