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Famitsu Zelda Interview

by Bakudan Yoshinoya - October 10, 2002, 7:12 am PDT
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Famitsu features an interview with Eiji Aonuma, director of The Legend of Zelda for the GC. Learn more about the role of Link's eyes and wind in the game.

Discuss it in Talkback!

Last week's Famitsu featured an interview with Eiji Aonuma, director of The Legend of Zelda for the GameCube. PGC brings you the translation below.

Famitsu: So Link's big eyes are a key to the game?

Aonuma: Don't you think Link's eyes leave an impression? One big reason why we decided to use a cartoon style as the form of expression is that we wondered if there were moments where Link's eyes could be used in the game. This time, when enemies approach Link, his eyes will look at where the enemy is. If an item drops, he will also look in that direction. When Link realizes a hidden trap or device is near, his sight will also be directed towards it. In a dungeon, when Link's eyes move, players might think, "Is there something there?" Then when you actually go there, you will find something. Even when you first go to the dungeon, it is fun and easy to understand. In Ocarina of Time, when you first enter a room, you have to use your first person camera to look from one side to another side. Consequently, some players found this to be troublesome. Well, this time Link is not as calm and patient. Even in places that have nothing to do with the main game, Link will look around. It's very cute. I think this time, players will have fun as they feel Link trying to appeal to them. Of course, we made sure puzzles cannot be too easily solved. We cannot show switches directly so that players know immediately where they are.

Famitsu: Is it true that puzzle solving is influenced by wind?

Aonuma: This time the key word is "wind." Wind is blowing throughout the world. In the raft scene, the direction of wind is shown, and we put in elements, such as the direction that Link's hat and flags are blowing, that will make the players be aware of the wind.

If you do not take the wind into consideration, there are puzzles that you cannot solve. However, it is not so severe that you must consider the wind in everything. It will not become a game that is always influenced by wind, where if you walk you will be blown away. It is not like that, but at times you must use the wind to succeed. There are also times that you will fail because of the wind. This kind of puzzle-solving will appear more as you progress. This time, Link rides the raft to various places, which is also influenced by wind. On the ocean, depending on the time, the direction of the wind will change. You should feel a sense of realism when you try to move your raft during those situations.

Famitsu: Is there a story connection with the rest of the series?

Aonuma: This time the story begins on an island. It is not the first time a Zelda game has taken place on an island, but you will be surprised if you think it's just like any other island. The game features a whole new story, but it actually takes place some time after a "certain time period" in Ocarina of Time. Of course, in the game, we prepared elements that will remind players of the prequel. As a result, for those that played Ocarina of Time, there will be some parts where they will think, "Ahh, I remember this." The word "tradition" also becomes a key word in the game. I am sure you are concerned with what the previous time period has to do with the setting this time, and also, why the sea? We have included a lot of puzzles that hint at this link, so we really want the fans to be looking forward to this title. Of course, even if you do not consider the link between the series, the story of the game is complete; so that even players that never played the Zelda series can feel comfortable playing.

It is not a game you cannot beat if you did not play the previous titles.

Famitsu: Do you message for the readers about this new Zelda game?

Aonuma: We made a game that will not disappoint those who are waiting with all their hearts. We believe that as long as we ourselves feel the game is fun during the development, it should not disappoint fans. So please look forward to this game. By using the GC/GBA link, we created a system where beginners can follow. For people that are not good at solving puzzles and action, please play it with your family or loved ones.

Translation by Bakudan Yoshinoya.

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