Famitsu Wind Waker interview with Eiji Aonuma
Reported and Translated by Bakudan Yoshinoya
October 10, 2002
Originally from Planet
GameCube
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.