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Aonuma on Zelda for 3DS, Majora's Mask remake, Wii U motion-controlled Zelda and Tetra talk

by rawmeatcowboy
09 November 2011
GN Version 4.0
A portion of a GamesRadar interview with Eiji Aonuma and Koji Kondo...

GR: So are there any aspects of the 3DS that you think work particularly well for the Zelda series?

EA: Of course with the Nintendo DS games, one of the things that we looked at was how we could utilize touch control with the Zelda series, particularly of course with the first game, Phantom Hourglass, and then refining it again after that. With Ocarina of Time 3D for Nintendo 3DS that was another thing we looked at, was what sort of touch screen control was really suited to that game.

I do think that in general, touch control is something that works very well for the Zelda series. But the other thing we did with Ocarina of Time 3D of course was the motion control. The idea is that you're able to take some of those items that you use to aim in first person, and you can now aim them yourself with the motion control. In particular, it gives the feeling that the game world extends beyond the screen and really helps give you the feeling that the game world exists all around you. I thought that was something that worked really well with Ocarina 3D.

GR: So working on Ocarina 3DS, did you get any ideas for a new Zelda 3DS game?

EA: Of course! But I can't give any concrete examples…

GR: Is there any chance of seeing Majora's Mask on 3DS?

EA: I did hear that there's a website here that was launched in North America by some people that are hoping we'll release a 3D version of Majora's Mask. Of course I'm very flattered to hear that so many people are asking for that game, so I hope that at some point in the future hopefully, maybe, we'll be able to do something with it.

GR: So do you think you'll continue to use motion control in the future? Will you ever go back to traditional controls?

EA: I don't think we could go back to button control, especially after creating something that's as natural to use as the interface that we have with the Wii Remote Plus in Skyward Sword. I think Nintendo will continue to have that focus on motion control and we'll see that continue to evolve. And the hardware as well, in a way that will let people control things very naturally just using their own motions.

GR: Looking forward, can you say anything about the Wii U Zelda project?

EA: What can I say…? It's a difficult question (laughs). We're just getting started on it even as we speak, so I'm just worried that if I let something slip that's off that mark…

The feedback that I've been getting from a lot of people on Skyward Sword is that they like the game very much, so of course I think probably the most important thing that we're focusing on right now is how do we take those elements that people seem to really love about Skyward Sword, and really bring that and connect that to what we do with Zelda on the Wii U while still continuing to evolve the game.

GR: Is there any particular feature of the Wii U hardware that you're excited to work with?

EA: Obviously, it's the new controller that's got the screen built into it, and in particular we're looking at how we can combine that new controller with something like motion control, and perhaps use the new controller in such a way that it becomes a new item that you're able to use to make the game feel fresh and new.

GR: Is there any chance we'll ever see Tetra come back?

EA: I thought Tetra was an interesting character because we created her and built that character as somebody who didn't actually know that she was Zelda, and I thought that was an interesting curveball to throw in that game. Personally, I really like the character, but the director on the DS games after that, Mr. Iwamoto, said he didn't really like her, so he didn't want to use her. So maybe if we switch directors on a future game, then maybe there's a greater chance that Tetra will return (laughs).

Zelda, past and future: An interview with Koji Kondo and Eiji Aonuma - full interview here