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.





Volume Six: The Dense Script and Direction

A First for Everyone

Iwata

Moving on… Mori-san?

Mori

We talked a lot about Zelda today, and I do hope players will try hard to help her, but may I talk a little about Ghirahim, too?

Iwata

He's the enemy that Miyamoto-san had so much trouble beating—the one that can stop your sword in mid swing with his bare hands.

Mori

Yes. Ghirahim is a Demon Lord. The first description that Fujibayashi-san provided was that he is a narcissist with a personality like a snake, so we tried to make him like that as much as possible.

Fujibayashi

When I saw the images they had made, I was astonished. He would slither out his tongue! (laughs)

Iwata

Because he has a personality like a snake? (laughs)

Mori

Basically, yes. Right down to the details, we made him creepy, so please work hard to beat him.

Iwata

Earlier, you said that you think about the lives of the characters. When you think for a long time about an extreme character like Ghirahim, do you begin to feel a little unbalanced in the head? (laughs)

Mori

Well…that does happen, but it can also be fun. (laughs) For example, when there's a creepy opponent, it's fun to think about all sorts of things like what I will have him do or what he will say.

Iwata

I see. (laughs) Yoshida-san?

Yoshida

Earlier, we talked about how there were too many cinematic scenes in the beginning, but as the result of corrections upon corrections, we were able to bring them in line with the story and arrange them in a balanced way, and I'm feeling that we could do that throughout the whole thing. And aside from those scenes, when you're talking with characters, we sometimes put in three options for the messages you can choose from to say, so I hope players will enjoy the various responses.

Iwata

Instead of just the two choices of "yes" and "no," you can enjoy various conversations.

Yoshida

That's right.

Fujibayashi

Chronologically, The Legend of Zelda: Skyward Sword is the very first story. At the beginning, we talked about how it traces the origin of the Master Sword, but all sorts of other elements develop, so the story is denser than ever before.

Iwata

And it's genuinely the legend of Zelda.

Fujibayashi

Yes. So we prepared a lot of story devices. I hope players will be sure to enter into this world and enjoy it to the fullest.

Aonuma

Earlier, I said that I could even cry a little, and that really is true. Parts of various scenes in the beginning are later described by Zelda through Mori-san's Mori-isms. Then my desire to save Zelda no matter what swelled within me. I hope the players will also feel that way.

Iwata

This is the 25th anniversary of The Legend of Zelda, so we have a sort of mission to deliver the ultimate game to the fans who have walked beside the series throughout that long history. On the other hand, not everyone has played the series, so I think they may feel a slight vague unease that it looks difficult or may not be enjoyable if they don't know the background.

Aonuma-san, could you briefly explain The Legend of Zelda: Skyward Sword to players playing the Legend of Zelda for the first time?

Aonuma

Well…this is the first story in the Legend of Zelda series, so there is no need to know anything that came before. The main protagonist, Link, just suddenly gets drawn into the story.

Iwata

He's just walking around without an idea in the world about his destiny in the green tunic!

Aonuma

That's right. He doesn't know. Wearing that green tunic, he goes to search for his childhood friend Zelda, but along the way people say things to him about how that's his fate, and he thinks "Oh…is that so?" And that is exactly the same for the players.

Iwata

In other words, while Link is on his adventure, he learns all sorts of things, and the player learns them along with him.

Aonuma

That's right. I think that kind of prequel will be easy for people who have played the series so far to accept as well. I think we blended it all together well.

Iwata

You've prepared a good entrance into the series both for people who know The Legend of Zelda up to this point and for people who don't.

Aonuma

Yes.

Fujibayashi

Speaking as the director, we paid constant attention this time to making the game playable even for five-year-olds or nine-year-olds. We tried to make something that would not have a setting enjoyable only by fans or something only the creators would be happy with. And more than anything, this time you can have sword fights with Wii MotionPlus.

Iwata

In a sense, everyone is a beginner when it comes to that. The story is the first one and it is the first Legend of Zelda game to use the Wii MotionPlus technology.

Aonuma

That's right. Everyone is starting from zero. It's the first Legend of Zelda game for everyone. For one thing, it begins with how to use Wii MotionPlus as a tool. And once you become accustomed to this tool, you can experience the mysterious sense of it matching the movement of your body.

Iwata

In that regard, we'd like to boldly ask, "Why not give it a try?" especially to those who say, "I've never played The Legend of Zelda," and "I tried it once, but I didn't really take to it."

Aonuma

Yes. Once you actually try it, hopefully you'll understand, and it will move you.

Iwata

I understand. Thank you for today, everyone.

Everyone

It was our pleasure!