Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



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Iwata Asks: The Legend of Zelda: A Link Between Worlds

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Iwata

A lot of people, overseas in particular, were calling for a new Zelda game for the Nintendo 3DS to come out by the end of 2013.

Aonuma

Yeah. We released The Legend of Zelda: Ocarina of Time 3D14 for the Nintendo 3DS, but that was a remake of a Nintendo 64 game. So when I heard people asking if we would come out with a whole new game, I really wanted to satisfy those expectations. 14. The Legend of Zelda: Ocarina of Time 3D: An action-adventure game released for the Nintendo 3DS system in June 2011.

Iwata

But Shikata-san and the others were still off elsewhere.

Aonuma

Yeah. Then development of Skyward Sword ended two years ago in 2011 and I started thinking about the next project. Since the idea of entering walls had come up, I sensed the possibility of making a new kind of Zelda game from that and thought I should do something about it. I wanted development to make even a little progress, so while they were gone, I resumed work on it.

Iwata

What? You revived the project even without the core members?

Aonuma

If I hadn't, and we'd begun after they got back, we'd never have been able to bring it out by the end of 2013.

Iwata

Oh, I suppose not.

Aonuma

I brought in a programmer who would carry on Mouri-san's intentions, and had Tominaga-san join who carried over for Shikata-san. They kept on making the game until the two directors came back.

Iwata

When did Tominaga-san, who succeeded Shikata-san, step in?

Tominaga

It was right after the development of Skyward Sword had ended, so about November 2011.

Iwata

Shikata-san's team disbanded in October 2010, which left about a one-year break.

Aonuma

That's right. Tominaga-san lent support for roughly one year until Shikata-san and the others came back, pecking away at the work of improving the system of entering walls.

Iwata

What did you work on first, Tominaga-san?

Tominaga

Without letting myself be constrained by the world of The Legend of Zelda, I made a few small dungeons with entering-the-wall ideas I came up with, and then about May of 2012, I presented them to Miyamoto-san saying that I would be making 50 more of these dungeons where you used the entering-walls ability.

Iwata

What was Miyamoto-san's reaction?

Tominaga

He tore it up! (laughs)

Shikata

Again! (laughs)

Everyone

(laughs)

Tominaga

But he didn't just criticize, he also gave us a hint. He suggested basing it on The Legend of Zelda: A Link to the Past.

Iwata

That was when A Link to the Past first came into the picture?

Tominaga

Yes. And right after Aonuma-san said, "What if we base it on A Link to the Past, and try pairing entering walls with a point of view looking down from directly overhead?"

Iwata

So you based it on A Link to the Past because of suggestions from Miyamoto-san and Aonuma-san?

Tominaga

Yes.

Aonuma

Actually, Miyamoto-san had been challenging me to do something ever since the Nintendo 3DS came out. He suggested making a 2D Zelda game like A Link to the Past playable in stereoscopic 3D.

Iwata

Oh.

Aonuma

But simply taking a 2D game and making it 3D isn't interesting at all.

Iwata

It's just like, "We made this 3D."

Aonuma

Right. That was a problem we were facing for a while and I wondered what to do. Then, when I first saw Shikata-san's gameplay of entering walls, I was surprised, but as we played for a while from an overhead, diagonal angle view like in Spirit Tracks, that surprise faded after a time.

Iwata

Why was that?

Aonuma

It didn't look different enough when you entered the wall. Then, as I was discussing various things with Tominaga-san, we considered placing the camera directly overhead and fixing it there, and we made a test version. It felt really intriguing when Link entered a wall and the view switched from a top-down view to a side view. Miyamoto-san had given us the task of turning 2D Zelda into stereoscopic 3D, so...

Iwata

It connected with that.

Aonuma

Right. It fit perfectly, and I thought, "This is it!" I also suggested to everyone that we should use the landforms from A Link to the Past instead of starting from scratch.

Iwata

Did anyone say that it would turn out like a remake even though you had this new idea of entering walls?

Aonuma

They did. Everyone gets skeptical when they simply hear about it in words.

Iwata

Sure.

Aonuma

So I used a tool myself to render the landforms of A Link to the Past into 3D.

Iwata

You did that yourself? (laughs)

Aonuma

Yeah. It took about three days.

Tominaga

I think it took a little longer...

Aonuma

Did it? (laughs) I wasn't sure it was right for a producer to go that far, but I thought showing the actual thing would be more convincing and made three-dimensional landforms. I had them place Link and move him around. When they saw that they all marveled out loud and were convinced that it works. When we showed it to Miyamoto-san, he finally gave the okay. About when was that?

Tominaga

It was two months after Miyamoto-san ripped it apart in May of 2012. The first presentation was no good, the second one was okay, the third was no good, and the fourth was okay, so it went through a cycle of bad to good.

Iwata

This project was both trashed and praised. (laughs)

Tominaga

Yeah! (laughs)