This sounds like a really good one. If anyone is willing to do a full and complete translation, it would be appreciated.
Edit: Much better English summary here!
And for no reason other than I felt like it: Here is the Zelda trailer in French.
Edit: Much better English summary here!
And for no reason other than I felt like it: Here is the Zelda trailer in French.
Another interview: http://www.gamekult.com/actu/eiji-aonuma-un-zelda-ou-lon-prend-plaisir-a-se-perdre-A172637.html
Good one too, tells how he expects this game to be the 3d equivalent of the original zelda and how they did the playtests, using different tools to see the path that the players were taking. Interesting tidbit is that ueda is friends with nintendo and sent aonuma a copy of the last guardian. nice!
Aonuma says Breath of the Wild has a lot of cutscenes.
The other very interesting thing is that they stopped every milestone to play the game for a week and put everyone on the team on the same page. This in my opinion seems like a great idea to make a 300 team always be focused on every aspect of the game.
Roughly:
- Open world idea came from feedback after Skyward Sword.
- Filling the world with stuff was done in an organic way, going manually through the world instead of looking at a 2D map. He says Miyamoto did the same thing with Zelda 1.
- Previous Zelda games under his supervision featured more hand holding because not knowing what to do is the worst thing that can happen, but with this game they tried to feature a new kind of way of "feeling lost". A positive one. Says the heart of the game is the loop of climbing, looking around, and paragliding.
- Says it's funny because he played Last Guardian and some of the gameplay elements reminded him of things they tried to do in BOTW too.
- Never played Dark Souls.
- Is aware that adding numbers and stats isn't always a good thing and he tried to avoid that in the past, but it was necessary for this game, especially with the loot system and exploration.
- Always argued with Miyamoto what the essence of a Zelda game was. Finally came to the conclusion with BOTW that it was a strong sense of place in a world, and the feeling of growing stronger as you play.
- What delayed the game wasn't creating the physics engine, but tweaking it for it to make sense everywhere. It was hard and required great coordination between teams.
- Lot of external playtests where they would watch where everyone go, and ask why they wanted to go to certain places. Tweaked the game accordingly.
- Monolith only worked on assets with Skyward Sword because their open world philosophy wasn't the same at the time. Now with BOTW they worked on the world too.
- Twilight Princess transitioning from GC to Wii helped them port the game to the Switch. It went a lot smoother.
- All cutscenes have voice acting. Wasn't always going to be like that, but they went for it.
- Has lot of ideas for other games, but always end up using them in Zelda games. Now he has specific ideas he refuses to put in Zelda games because he wants to do them elsewhere, but he's so busy with BOTW that he doesn't know when it'll happen.
Overall I thought it was an excellent interview, a bit different in tone than the usual PR speak.