GR: Every Zelda game has something
that's iconic and unique about that game – what's that going to be for Skyward
EA: I would say that with this game, it's got to be the
motion control that's going to set it apart, both in terms of how you use to it
control and swing Link's sword, but also in terms of how it becomes a tool that
lets you control the items in the game. What I mean is, we really challenged
ourselves this time around to see how much we could let the player control the
game the way that they want to. What I mean by that is, you use the Wii Remote
to control the items, but when you're playing with a controller with buttons, it
feels like you're playing with a controller and you have to do specific button
combinations in order to make the items work.
wanted to do this time with motion control and with Wii Motion Plus, was really
make it as streamlined and simple as possible for people to do the actions that
they want to do with all of those different items, but almost have it be so
simple and have the Wii Remote itself be the tool that you're using, that
without even thinking about what they need to do, they're able to just very
quickly, like "boom, boom, boom – OK, I've done it." And it feels
more like you've actually used the item itself rather than controlled something
with buttons on a controller. That was really our goal with the game, and I
think that'll be the area where it'll really stand out this time.
GR: So do you think you'll continue to
use motion control in the future? Will you ever go back to traditional
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…
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: Going back to Skyward Sword, it
feels like Zelda the character has had a bigger role in recent games, is there
a particular reason for this?
EA: Well, it
is, of course, the Legend of Zelda. So particularly with the more recent
titles, we've really been thinking about how we can express that and portray
her more as the titular character of the series. Particularly we've been looking
at how we can create a Zelda that's not just a princess that needs to be
rescued, but as somebody who has an active role and has her own part in the
story. Then it becomes more of a story of what is Link's connection to her, and
how does that impact the adventure that he goes on, because I think the better
job we do portraying her as a character and Link's connection to her, the
easier it is for players to immerse themselves in the game and the adventure.
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).
GR: Aonuma-san, do you have a favorite
piece of music from the Zelda series?
EA: We actually have a band at Nintendo that's an orchestra
band sort of, and we play a lot of songs, and one of the songs that we play is
the boss battle theme from the Molgera battle in Wind Waker, which is a song
that we'll be featuring in the concert tonight. Listening to that song, it just
has a really great feel to it. When I heard that it was going to be in the
concert I got very excited, and started realizing that that's perhaps one of my
favorite songs in the series. But it's not in the CD that's bundled in with the
GR: And Kondo-san?
KK: I think for me it would have to be the original
above-ground theme from the Legend of Zelda.
GR: Do you have a composition that you
created that's maybe less well-known that you're particularly proud of?
KK: There is one that you'll hear a snippet of in the concert
tonight. In the scene in Hyrule Castle, in the courtyard when you're trying to
sneak past all the guards to get to Princess Zelda, that's a song you'll hear
tonight as well that's one that I guess I kind of like, and even when I sit
back myself I think that song was very well done.