Miyamoto Discusses Zelda Wii U

In an interview with Entertainment Weekly, Shigeru Miyamoto discussed a few games such as Pikmon 3 and the Legend of Zelda. He talks about how they plan on bring the Zelda franchise to the Wii U, check out the interview below!

We know there’s a new Mario game coming for the Wii U, New Super Mario Bros. U. Last year when the Wii U was first introduced, a standalone Zelda battle scene was created to showcase the system’s high-definition graphics. What about the Wii U intrigues you for what you could do in a Zelda game?
Obviously we stared that experiment last year and used that to sort of showcase some of the HD visuals. And obviously when you look at that, you do get a positive reaction to how simply having the HD visuals in a Zelda game can really make the game look wonderful and give it sort of a high-quality feel. But one thing that’s interesting is we’re seeing how the way that tastes are broadening in video games and you have some people who prefer more casual experiences, and you have some people who prefer sort of those more in-depth experiences. Obviously, as a company that’s been making games for a very long time, we tend to be more on the deeper, longer game side of things. But really what we continue to ask ourselves as we have over the years is, “What is the most important element of Zelda if we were to try to make a Zelda game that a lot of people can play?” So we have a number of different experiments going on, and [when] we decide that we’ve found the right one of those to really help bring Zelda to a very big audience, then we’ll be happy to announce it.

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Rumor: Retro Studios to Work on Next Zelda

A recent job opening at Retro Studios has created a lot of speculation that they are looking for graphic artists and translators to help bring the next Legend of Zelda title to life. Whether it is true or not, it is highly possible that Retro may very well help produce Zelda Wii U, especially considering they are looking for people to help communicate directly with Nintendo of Japan suggesting they will be working on a major title for Nintendo.

Some also speculate that it could be a Skyward Sword sequel or have the same style as that game since they are looking for people to create high quality hand painted 2d texture maps.

To bring more light into this discussion, Miyamoto himself has stated not too long ago that Retro Studios might work on Zelda Wii U.

“As you know, we have already collaborated with Retro Studios for the Metroid Prime series in the past. And I think when we talk about any other franchise, Zelda might be a possible franchise for that collaboration.” -Shigeru Miyamoto

But remember that this team they are looking for could be of use for any Nintendo game, it may not be Zelda at all…only time will tell. However, if you would like to check out the job description and requirements for yourself, then continue reading below.

Responsibilities:

• Modeling high quality 3D geometry for game environments
• Creating high quality hand painted 2D texture maps
• Using advanced material and shader setups
• Being versatile to different styles
• Collaborating closely with team members and other departments
• Complete assignments that require independent judgment and creative input while staying true to overall art direction and theme as defined by Art Director
• Taking daily direction from the Art Director and Environment Art Lead

Required:

• Working knowledge of modeling and texturing software – Maya, PhotoShop, Painter
• Environment artist with 1-3 years in the games industry
• Environment artist credit on at least one shipped title
• Good communicator, self-motivated, driven to create top quality visuals
• Portfolio (website link) of recent high-quality, divers environment art work
• Passionate about video games

Preferred:

• Working knowledge of high detailed modeling software – Mudbox, Zbrush
• Undergraduate degree in art related subject or completion of an intensive art training program or equivalent

Source: Gamasutra

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Miyamoto Will Personally Take on Zelda Wii U

The Legend of Zelda 25th Anniversary concert has kicked off today in Tokyo, Japan and during this event, Miyamoto mentioned a little something about the next Zelda title that will be for the Nintendo Wii U. Shigeru Miyamoto said that he will be personally take care of what happens with Zelda Wii U. He didn’t go into specifics of what he had planned for the game, but when more details emerge we will be sure to keep you informed.

Source: P-Nintendo

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Eiji Aonuma on Zelda Wii U and More!

In an interview with Industry Gamers, Eiji Aonuma spoke a bit about Legend of Zelda Wii U, the Nintendo Wii U and Skyward Sword. There is a lot of interesting tidbits concerning Zelda Wii U in HD, so continue reading to read the entire interview!

IndustryGamers: Mr. Aonuma, I’d like to get your thoughts first on the new Nintendo console – how long you’ve been working on it and what new, fresh ideas it might give you for the Zelda franchise.

Eiji Aonuma: First off… I’ve been involved in it in some capacity since the stage where we started to bring things all together and decide what to make of this new system. We had the idea already that we’re going to have this monitor in the controller. So that was about 2 years ago when I started to be involved in these meetings and we decided how we should further develop the system, and in what direction we wanted to take it.

The way I was involved in many ways in the project was as the representative for how Zelda will evolve with this new console. That was the perspective I brought to those meetings. Obviously, Zelda is one of those games in which a lot of the gameplay is centered around the idea of items and tools that the player uses in various ways in their environment. And so, so far it’s just been me examining how I’d like to use that new controller on the interface there to allow additional control or easier control over the toolset that’s given to the player as well as how to open up new possibilities.

IG: The ‘HD Experience’ demo that was shown of Zelda, is that representative of just how good a new Zelda on the Wii U would look?

EA: Well, one thing I want to emphasize here, when talking about the Wii U Zelda HD experience, is that we really built it specifically to be an experience. The idea is using Zelda as the backdrop for one of these HD experiences, what kind of representation Zelda can make there. But this is really just to show people what kind of things the console can do. And so, it’s not necessarily the case that we would use that graphic style or depiction the same way we would in a new Zelda, when there is a new Zelda for the Wii U. Just like the map functionality that was also implemented in that experience – it’s simply us giving an objective look at the kinds of things that can be done with the HD hardware. And Zelda happened to be the filter through which we view it in that experience. So nothing is defined right now as far as how we’ll proceed.

IG: One thing I was wondering about from the Nintendo strategy side – and I don’t expect you to speak for Mr. Miyamoto – but it seems like it’s been a while since Nintendo has launched a new platform, specifically, a new console, with a Mario or a Zelda. And I’m wondering why that is; obviously, the teams are made aware of when new hardware is going to be launched and released to the market, and I would think that it would be in the best interest of Nintendo to have, for example, a new Zelda at the launch of a new console like the Wii U.

EA: I can’t really speak to Mario, obviously – it’s not my forte. But with regards to Zelda, the development process is typically around 3 years and that’s a pretty big timeline obviously. So you’ve got a timeline for a given Zelda game and you’ve also got a timeline for new hardware. So obviously when those two timelines can line up neatly, then, yes we’d love to have something out and available at launch. There have been times when we’ve realized how important that is. For example, when Twilight Princess was being developed, we started on the GameCube and it turned out the game was going to complete itself more or lese around the time of the Wii launch and I thought, “Well, it would be a real waste not to have that available for new players with that functionality in the forefront.” So we did make a Wii version of the game as well as the GameCube version.

But in general, the timeline for new hardware is actually shorter than the timeline for a new Zelda game. And because of that, when they don’t line up correctly – and that’s often the case – it’s extremely hard to coordinate getting that title out as a day one title. But when possible, of course it’s something that we understand is great and we like to do it. And, naturally, I realize that it is in some ways a problem that Zelda games take as long as they do. I would like to get them out faster. That’s something that I consider a personal challenge and it’s something that I look into.

IG: Speaking of the personal side, do you wish at times that you could work on something other than Zelda? You’ve been sort of the go-to guy for the Zelda franchise for a long time now. Do you have a creative desire to maybe work on a brand new Nintendo franchise?

EA: Yeah, the truth of it is I always want to work on something new. It just turns out that as I’m coming up with these ideas along the way, I realize, “Y’know, this could really work on a Zelda game.” And it sort filters back into it and in the end, we come back into another Zelda project. So in some ways, it’s a bit of a challenge for me personally that Zelda ends up becoming this pool of my ideas and it keeps absorbing the ideas I have and they get integrated back into Zelda games. But that’s just sort of the way it’s flown for me.

IG: How difficult at times can it be for you to work for Mr. Miyamoto? Because he, I would think, has the final say in terms of what goes into a game and there might be certain features that you are really passionate about and would love to put into the Zelda game, and then he, as he likes to call it, “upends the tea table” and just throws it out. How often has that happened for you and how frustrating can that be for you when you’re creating something and it just gets thrown out right away?

EA: Well, back at GDC, when that conversation was presented, I think it painted a picture of Mr. Miyamoto’s role inside the company as coming in and being a really disruptive force in the development process, but I view it a very different way and I think a lot of people do. It’s that his time to come in and flip things on their head is part of the development timeline. It’s an event that happens. It’s almost a ritual in that sense. And it’s a necessary process, because I find that when he offers that feedback, a lot of the time, he points out things that I, myself, was having trouble with and maybe felt that I couldn’t solve or didn’t have a good time for or felt like we didn’t have the time for and he comes in and really gives focus to everything. So I’d really like to reinforce that fact that I don’t view the process that people refer to as “upending the tea table” as something unpleasant. It’s actually quite necessary and useful.

IG: One of the things that Nintendo has been a little slower than other companies with is online gaming. I’m wondering with the new Wii U console, since there’s supposed to be a bit more of an online focus, what ideas you have about what unique ways you can present Zelda in an online feature set and get players involved over the internet with Zelda?

EA: To start off by addressing your point directly, I don’t think that it’s inaccurate to say that Nintendo has been a little bit behind in the online race compared to the other companies developing consoles. And a lot of that comes from the fact that we really decided first to tackle the issue head on after seeing how popular that style of gameplay and that functionality had become for the American market, and the Western market in general. So, in that sense, yes, the process was a little bit different. One thing I feel like we really need to emphasize is that just simply to provide online gaming for the sake of online gaming wouldn’t result in [unique gameplay]. Of course, we could put out a lot of titles that have online gameplay that’s similar to what people are used to online, but that wouldn’t result in unique products.

So one of the things we’ve been really trying to do is look at – in the context of the hardware, the functionality that people have and have already in the 3DS and Wii U – what kinds of possibilities might open up. And looking at, for example, Four Swords, which is going to be released initially for folks to get their hands on – that’s local play. But, just the same, it does bring up a question that I think we are examining and will continue to examine, which is “Looking at the capabilities that are in our hands, what kinds of gameplay possibilities are out there for a Zelda game that goes online, maybe something that goes multiplayer?” But it’s all about, for us, finding a clear direction to take that online functionality, to use that online functionality. Once we have that, I think things will move forward. But, until then, we’re in the process of really asking ourselves, “How will this be a natural extension – a natural and enjoyable extension of what makes the series the series?” So that‘s something for the Zelda team to continue to examine as we move forward.

IG: You’re closely tied to the Japanese video games industry, and you have the perspective of living in Japan and understanding how the industry works there. Lately, a lot of Japanese game designers have sort of lamented the state of the industry and they feel that maybe creatively there’s something lacking and they’ve gone out of their way to target Western audiences; maybe that hasn’t been received too well amongst Japanese gamers. I’m wondering what your thoughts are on the state of Japanese game development.

EA: Well, in general, I think as the industry has evolved and more people have thrown their hat in the ring, that it’s gotten progressively harder to make new and exciting things, things that have a unique core to them and have a unique value because of that. And one of the ways Nintendo has tried on their own to really propel things forward is to continue to develop hardware that allows for new potentials in gameplay and new possibilities there. That’s the way we try and contribute to the issue.

IG: I would follow up by quickly adding that there have been people, like the former Capcom executive Inafune-san, who have literally said, “Oh, the Japanese games industry is finished.” I’m curious to hear what your thinking is on that.

EA: My initial reaction is that I don’t feel like I’ve been involved in the game industry. I don’t have the kind of sense constantly lurking over me. It feels more like I’ve been part of a company that tries to make interesting and entertaining things. When we find something that brings out that curiosity in ourselves and other people, we just continue to develop and iterate on it and make different things. So I think that…there’s a lot to still be discovered and innovated and iterated on. So no, I don’t think in general, that it’s fair to say that things are over. When I hear Mr. Inafune making those kinds of comments, it makes me think that maybe he’s just a little tired. [laughs]

IG: During the Nintendo roundtable, it was indicated that Skyward Sword would probably be one of the last remaining Wii titles from Nintendo since the focus is switching to Wii U. Do you feel you’ve been able to extract as much as you can from the Wii and that’s why Nintendo’s switching to the new system or do you feel that more could be done with the Wii itself?

EA: Well, Skyward Sword as a title in general is not about… It takes good advantage of the Wii, but it’s really focused on motion plus functionality using your sword and your shield and the kind of tracking controls that are possible because of motion plus, not just with your sword but with a whole variety of different gameplay options that are all controlled by motion plus. It’s a game that uses that as a central point of reference for gameplay and we really expand and iterate on that. As you mentioned, sure it’s possible that this could be one of the last titles for the Wii from Nintendo, but I certainly didn’t get the sensation that this is it – we’ve done everything we can. When making the game, it wasn’t even something I really paid attention to. We just focused on really expanding with motion plus and doing everything we could with that feature since it was sort of the backbone [of the project]. But there’s always more to iterate on, so gameplay possibilities will continue to grow regardless of system.

IG: It was a pleasure Mr. Aonuma. Thanks very much for your time.

Source

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Miyamoto Confirms Zelda HD for the Nintendo Wii U

In an interview with Kotaku, Miyamoto discusses the Nintendo Wii U console and the next Zelda title that will be in HD and designed for the new upcoming system. He mentions how the player will have in-depth experiences with the game and some possible new play features. Check out the interview below.

“This is an HD system, our first HD system, and we want to create a real HD Zelda game for it,” he said. “You will see a lot of these in-depth and deep experiences in terms of visual style. You will also see some play styles that are fun and interesting because of the play structure.”

While the system is rumored to be at least as powerful as rivals Playstation 3 and Xbox 360, that doesn’t mean that every game that comes to it will be an HD game.

“We are not planning on putting any restrictions in terms of requiring developers to leverage HD in a particular ways,” Miyamoto said. “Even if you are using a simplier visual style it will still look very beautiful.”

Zelda HD Wii U

Zelda HD Tech Demo from E3 2011

Read the rest of the interview here.

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Aonuma Discusses Skyward Sword, The Master Sword and the Next Zelda

In this exclusive interview with IGN at E3 2011, Eiji Aonuma was asked a few questions regarding Skyward Sword and the future of Zelda. He mentions he wants to use the Wii Motion Plus along with the Wii U controller for the next Zelda title for the Wii U. He also discusses the Master Sword’s involvement in the storyline of Skyward Sword. Check out the entire video interview below.

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Eiji Aonuma Talks Zelda HD

Eiji Aonuma discusses the Zelda HD tech demo that was shown off at E3 2011 and mentions it is nothing more than a demo to show off the Nintendo Wii U and that they have no current plans for a realistic type Zelda game in the near future. He says no decisions have been made for Zelda on this new Nintendo console, but mentions when the time comes the next Zelda title could have realistic graphics. Check out the interview here.

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More Footage of Zelda Wii U

IGN has posted a new video that is a hand’s on experience of the new Nintendo Wii U with the very short playable Legend of Zelda Wii U tech demo. It shows off the option to switch between night and day mode and also more of the demo itself that wasn’t seen in the previous video. Check it out here!

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Zelda WiiU Gameplay Video

With Nintendo announcing their new Nintendo console, the WiiU, they have also revealed a new HD Legend of Zelda game by showing off a quick teaser clip of gameplay footage. You can check out that clip here! But by the looks of it, it seems to just be a tech demo showing off a HD version of Twilight Princess. You can check out a couple high quality screenshots below the trailer.


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