Iwata Asks: Skyward Sword Interview Reveals Details and its Translated!

iwata asks skyward sword Iwata Asks: Skyward Sword Interview Reveals Details and its Translated!

We have a new Iwata Asks interview for you guys and this time its on the topic, that am sure most persons couldn’t wait for, Skyward Sword. This interview contains tons of new details such as information on Skyward Sword’s items and enemies, implementing Wii Motion Plus into the game and more. Yesterday the interview was released but was in Japanese but now Nintendo has released the official English version so you don’t need to go and translate. Jump inside to view the first part of this interesting interview.

IwataEveryone, thank you for gathering today.

Everyone: It’s a pleasure.
Iwata: So you’re finally…
Aonuma: Yes. (laughs)

Iwata: You’re reaching the end?

Aonuma: Yes. We truly are nearing the end now.
Iwata: Are you a little sad?
Aonuma: (laughs) Yes. When it is completely finished, I suppose I really will be sad. But it won’t be long before I feel like making something again. (laughs)
Iwata: (laughs) We’re here to talk about The Legend of Zelda: Skyward Sword.
Aonuma: Yes.
Iwata: First, we made the Wii MotionPlus1 accessory, then we built it in to the Wii Remote controller in the form of the Wii Remote Plus2 controller, so one challenge this time was seeing how using that would change a Zelda game.
Aonuma: Yes, that’s right.1. Wii MotionPlus™: An accessory with a motion sensor for connection to the Wii Remote™ controller.

2. Wii Remote™ Plus: An enhanced version of the Wii Remote controller with the Wii MotionPlus accessory built in. Released October 2010.

Iwata: I mainly want to ask about that today, but first, I would like each of you to introduce yourself, including what you worked on with regard to this game. Aonuma-san, would you start?
Aonuma: I’m Aonuma, the producer. There have been all kinds of twists and turns since development began almost five years ago. Until completion of The Legend of Zelda: Skyward Sword, I talked with Director Fujibayashi about how we could take the project in a good direction, backed up the staff, and consulted with Miyamoto-san.
Iwata: You say that there were twists and turns, but I heard there were few detours this time compared to the last game The Legend of Zelda: Twilight Princess3.3. The Legend of Zelda™: Twilight Princess: An action adventure game released for the Nintendo GameCube™ and Wii™ systems on November 2006.
Aonuma: Well…
Iwata: You can’t say there weren’t any? (laughs)
Aonuma: Yes. (laughs) I can’t say there weren’t any at all. I thought I would talk about that today.
Iwata: My impression is that you were able to articulately pack in a lot of elements the team had worked on in the game, that it has turned out to have an incredibly high concentration of ideas compared to other Legend of Zelda games.
Aonuma: That’s true. We took a detour along the way, but compared to previous Zelda games, we were able to pack in so many kinds of play that it practically bears no comparison.
Fujibayashi: I’m Fujibayashi, the director. I was in charge of overall aspects of the game, from the barebones of gameplay to the script. Every time we made something using Wii MotionPlus, I showed it to Miyamoto-san, Tezuka-san, or Aonuma-san and heard their opinions, remaking it until they said it was good.
Iwata: Before this, you worked on The Legend of Zelda: Phantom Hourglass4, right?
Fujibayashi: Yes, I participated as the Assistant Director.4. The Legend of Zelda: Phantom Hourglass: A pen action-adventure game released in June 2007 as the first game in The Legend of Zelda series for the Nintendo DS™ system.
Iwata: Now that you’ve experienced making The Legend of Zelda for both a handheld and a home console, what was different?
Fujibayashi: The amount of work involved. With a home console, making corrections is difficult.
Iwata: So many people work on a home console game that once instructions go out, it’s hard to make changes later on.
Fujibayashi: That’s right. That was the biggest thing. But before we began this game for the Wii console, since it was my first time working on a home console game, I was under a lot of pressure. But once we made it, I realized it didn’t change much.
This isn’t the full interview but head over to Iwata Asks to finish read it off.
Source: Iwata Asks

Leave a Reply