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

"We can do that?!"

Iwata

What other challenges arose in making a new Zelda game for the Nintendo 3DS?

Aonuma

This time, knowing that we could use stereoscopic 3D, we tried putting in ideas making use of height, which we hadn't tried before.

Iwata

No one had any experience.

Aonuma

Right. So we didn't have any ideas to make us say, "This is it!" Maybe the director should talk about that.

Shikata

Sure! (laughs) In The Legend of Zelda: A Link to the Past, the place with the greatest difference between high and low was the Tower of Hera, and it's structured so you go up and up. With that tower as a basis, we tried making a 3D dungeon. But I was still making Nintendo Land at that time, so Tominaga-san thought over that dungeon for a long time.

Tominaga

We wanted to emphasize how tall the tower is, so I thought about making use of 60fps for something really satisfying, in getting the actions to feel great when you climb further and further up the tower. For example, if you hit a jump platform with the Hammer, you fly to the floor above.

Aonuma

That's quite a big difference. In Zelda games before, if you wanted to go to another floor, you had to use the stairs or...

Iwata

Or an elevator or...

Aonuma

Yeah. But we weren't able to visually express the height by going to an upper floor that way.

Iwata

When you went up stairs, you just entered a closed room.

Aonuma

But when you go up a floor this time, the lower levels overlap underneath. There's a mechanism you hit with the Hammer to jump, and when you launch up, it automatically switches to the upper floor. When I saw that, I thought, "This is it!"

Iwata

You realized you had discovered the true value of stereoscopic 3D.

Aonuma

That's right.

Tominaga

And the towers in A Link to the Past only consisted of interior floors, but in this game, we made use of the ability to enter walls so that you can go to the tower's exterior.

Iwata

The one where you go into the wall and then around.

Tominaga

Right.

Aonuma

Iwata-san, I had you look at the Tower of Hera before E3 201317, and you said, "We can do that?!" (laughs) 17. E3 (Electronic Entertainment Expo): A video game trade show held once a year in Los Angeles. The Legend of Zelda: A Link Between Worlds was exhibited for the first time as a playable game in June 2013 at E3.

Iwata

I did! (laughs) When I saw that, the use of stereoscopic 3D gave me a strong sense for the potential of The Legend of Zelda, so impulsively I did say, "We can do that?!" (laughs)

Aonuma

When I heard you say that, I was gratified. I thought, "This will work!" But we made the Tower of Hera long before showing it to you.

Tominaga

That's right. We made it about the end of 2012, and then people began flooding in.

Shikata

We came back, too! (laughs)

Aonuma

In the end, we had an incredible number of people.

Tominaga

First, we had new members look at the Tower of Hera and said, "This is what the next Zelda game will be like."

Iwata

About the time you increased in number, Takahashi-san joined as a designer, right?

Takahashi

Yes. I joined soon after Animal Crossing: New Leaf finished.

Iwata

Why did you make Link look like that when he enters walls?

Takahashi

We tried a number of approaches.

Iwata

I don't think it would have ended up that way unless the team hadn't really thought over and discussed how to handle those visuals.

Takahashi

Yeah. We really hashed that out. When I joined the team, I could sense that Link's appearance in walls would be a big topic.

Iwata

Until then, it was like in the prototype you showed me earlier. A 3D Link like in Spirit Tracks went into the wall looking the same way, only just in a flat 2D.

Takahashi

That's right. When you're playing like normal, the top-down viewpoint changes to a side view when he enters the wall, and the conditions are different, so we thought Link's design should change, too.

Iwata

In an easy-to-comprehend way, you wanted to convey through a different style the conditional changes when Link goes into a wall.

Takahashi

That's right. When phrased as "entering walls," I got the feeling there was a different world inside the walls.

Iwata

He isn't so much entering them as being painted on the surface.

Takahashi

Right. So I thought it would be good to express it as "becoming a picture" rather than "entering the wall" and have it look like Link was painted on the surface of the wall.

Shikata

But then we needed a story for why Link becomes a picture. We decided to have a strange artist enemy appear who draws incomprehensible pictures to satisfy himself.

Aonuma

That's when Takahashi-san drew an avant-garde Link. One eye was strangely bigger than the other. (laughs)

Takahashi

Because he's a strange artist. (laughs)

Aonuma

Mouri-san was really against that when he saw it.

Takahashi

He really was.

Mouri

I think that was because I made the early prototype when a 3D Link sticks to the wall and becomes 2D.

Iwata

Although you had made it in just one night, it made Shikata-san say, "That's it!" So it's only natural you were attached to it.

Mouri

Yeah. I had a special affection for it.

Aonuma

Then Takahashi-san really worried over it.

Takahashi

Yeah. I really did. I wasn't sure how to pull it off. Then I thought he should be a mural like in ancient buildings rather than just a picture, and in the end we reached the current style.

Aonuma

When Mouri-san saw Link as a mural, he was convinced right away.

Mouri

Yes. Totally convinced. Becoming a mural fits the atmosphere of The Legend of Zelda.

Aonuma

In that way, there was a lot of trial and error until those visuals solidified, but there was also a time when you could do a lot when Link was a mural.

Mouri

Like jumping.

Iwata

Jump? (laughs)

Aonuma

There was a time when Link was jumping around like Mario! (laughs)

Iwata

Oh! (laughs)

Aonuma

But we abandoned that completely.

Shikata

We decided to make becoming a mural only a means of movement so the players wouldn't get confused.