This month’s “Video Update” is now live on YouTube! Once a month (or more) we compile all the most important Zelda news and squeeze it into a video for our YouTube subscribers. It’s not a replacement for the up-to-date news coverage found on the site, but it is one more way to enjoy Zelda Chronicles. Check out the video after the break!
Archive for the ‘Spirit Tracks’ Category
Nintendo Power’s Interview with Daiki Iwamoto
Friday, April 9th, 2010
Here it is, the full interview with Daiki Iwamoto, the director of The Legend of Zelda: Spirit Tracks, from Nintendo Power’s May 2010 issue. It took a while to write it all down, but we hope you’ll enjoy it. Also be sure to check out the concept art in our previous post, and maybe subscribe to Nintendo Power?
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The Legend of Zelda: Spirit Tracks isn’t just another great adventure game: It’s also one of the series’s most unique installments in recent memory. With a mix of play styles ranging from conducting a train to directing a possessed suit of armor, the game holds fresh challenges and surprises for even the most experienced Zelda fans. Spirit Tracks also introduces memorable new characters, gives us a story that finally teams Princess Zelda with Link on his adventure, challenges players with some of the most demanding dungeons of any Legend of Zelda game, and debuts fun and useful new weapons and items that let Link crack a whip, whirl the wind, shift sand, and more. Many of us here at Nintendo Power are on our second playthrough and with the game fresh in our minds, we asked Daiki Iwamoto, the game’s director, to take us on a behind-the-scenes tour of his team’s latest creation.
Daiki Iwamoto Interview in Nintendo Power’s May Issue
Friday, April 9th, 2010
Just a heads up that a brand new interview with the director of The Legend of Zelda: Spirit Tracks, Daiki Iwamoto, is in the May 2010 issue of Nintendo Power, which we’ve just received (and should be available in stores now or very soon). It’s pretty interesting and contains some concept art that we’ve included in this post. We should have the full interview transcribed for you soon, so be sure to check back tonight or tomorrow!
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The Legend of Zelda : Spirit Tracks Launch Trailer
Friday, December 4th, 2009Iwata on Ura Zelda and More!
Thursday, December 3rd, 2009Zelda directors and Nintendo president sat down to discuss the Legend of Zelda series as a whole. They mention more about Ura Zelda, Ocarina of Time development, Majora’s Mask, Zelda Wii and Spirit Tracks. They also continue to go into far more detail on Spirit Tracks. This interview is separated into six segments.
Aonuma
That’s right. It made us very, very happy (laughs). Even after its release, I felt that we’d really done something special; I felt very fulfilled. At the time, I think (Shigeru) Miyamoto-san had that same feeling, but apparently he also felt as though there was still quite a lot left to do.
Iwata
Yes, Miyamoto-san really is greedy about things like that, isn’t he. (laughs)Aonuma
And so he said: we’d already made 3D models for The Legend of Zelda: Ocarina of Time. By changing the situation, couldn’t we make new ways to play, a new story?
Iwata
So you made The Legend of Zelda: Majora’s Mask.
Aonuma
No, we didn’t just start making The Legend of Zelda: Majora’s Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a “Ura (Flip-Side) Zelda”.Iwata
That “Ura Zelda” (The Legend of Zelda: Ocarina of Time: Master Quest) was developed for the 64DD5. Ultimately, we recorded it on a limited edition disc that went to people who reserved The Legend of Zelda: The Wind Waker6.
Modern Aspects in the Zelda Series
Monday, November 30th, 2009Another new interview with Zelda director, Eiji Aonuma, reveals a possibility of more modern aspects in future Zelda titles.
“Technology actually was not a major concern for us when we decided to use the train. In The Legend of Zelda: Phantom Hourglass, the boat was the key mode of transportation. Now that Spirit Tracks takes place on land, we needed a new way for players to get around, and felt that the train offered the best sense of exploration and discovery. We don’t think it feels out of place in the game world. Trains are also a popular mode of transportation in Japan. My children and I still feel a great sense of adventure when we ride trains in Japan.”
“Regarding use of other forms in technology in the future, as long it adds to the overall game experience and is something we feel the player would enjoy, we wouldn’t be afraid to implement it. As a matter of fact, we have used the Hook Shot in several previous games, which would be considered a very modern type of technology, even by today’s standards. “
More Spirit Tracks Videos
Sunday, November 29th, 2009Aonuma Talks Previous and Future Zelda Titles
Friday, November 27th, 2009Aonuma spoke with Eurogamer (while promoting Spirit Tracks in Europe) and mentions Ocarina of Time, Spirit Tracks and Zelda Wii.
Eurogamer: Let’s go right back to the beginning. What’s your earliest gaming memory, and when did you decide you wanted to become a game designer?
Eiji Aonuma: My first encounter with any videogames in my childhood was Game & Watch, the series of portable games products launched by Nintendo. I was amazed by knowing that within such a small LCD screen such an awful lot of different things were able to be done. That was my first memory of any videogames.
Since then, however, I do not have any recollection of what kind of games I was deeply into. I hardly played with any before I was grown up, even though a lot of my friends and people around me were already playing with Nintendo Entertainment System.
As a university student, I was more excited learning about the arts and wondering whether I should be an artist or not.
In my university and grad school days I was thinking what I should do in my life, whether I would be an artist, or whether I would like to do something else. I wanted to surprise people in a meaningful way, and I decided that as the theme of my life – and I happened to know there was a company called Nintendo whose job was also to surprise people in a meaningful way.
That’s why I became interested in joining the company, and the company hired me. At that time I was not thinking about becoming the game creator myself. I thought I was probably hired because the company was interested in me as a product designer, because that’s what I studied at university.
It was only afterwards I learned something about The Legend of Zelda, and when I started playing it I was deeply into it and surprised by the potential of videogames. I didn’t know that so many things could be done! And later on Mr Miyamoto gave me the opportunity to work on Zelda, which happened to be Ocarina of Time – and before I knew it exactly 12 years have already passed!
Aonuma
Eurogamer: Let’s go right back to the beginning. What’s your earliest gaming memory, and when did you decide you wanted to become a game designer?