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Posts Tagged ‘Eiji Aonuma’

More on Twilight Princess Inspiring Zelda Wii

Wednesday, December 23rd, 2009

Edge Online interviewed Eiji Aonuma and he had this to say about Twilight Princess and Zelda Wii. “For Twilight Princess we used the adult Link and one of the interesting things about that was how we considered the precise proportions of Link and the world. The scale is because we aimed for a more realistic [...]

Zelda Wii News

Wednesday, December 16th, 2009

This is a little late, but two new interviews with Shigeru Miyamoto and Eiji Aonuma have emerged. Aonuma spoke with ONM (Official Nintendo Magazine) yet again revealing a bit more on the next Legend of Zelda console title (Zelda Wii). Although it isn’t published yet, our affiliate Zelda Informer obtained some bits of it.

Twilight Princess Starting Point for Zelda Wii?

Tuesday, December 8th, 2009

Eiji Aonuma spoke with IGN and mentioned a bit about the vast overworld in Twilight Princess and how it will be a starting point for future Zelda titles. Speaking to IGN about the anticipated title, director Eiji Aonuma said, “With Twilight Princess, we challenged ourself to create the most vast and realistic world the series [...]

Iwata on Ura Zelda and More!

Thursday, December 3rd, 2009

Zelda 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 [...]

Modern Aspects in the Zelda Series

Monday, November 30th, 2009

Another 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 [...]

Aonuma Talks Previous and Future Zelda Titles

Friday, November 27th, 2009

Aonuma 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 [...]

The Legacy of the Zelda Series

Friday, November 27th, 2009

More The Legend of Zelda: Spirit Tracks Videos

Zelda Director on the Spirit of Adventure

Thursday, November 26th, 2009

Eiji Aonuma apologizes for the Water Temple in OoT, speaks a bit of Spirit Tracks, mentions his career at Nintendo and yet again reveals some new info on Zelda Wii (that will create much more speculation). Eiji Aonuma, director of the Legend of Zelda franchise, has an apology to make. “The Water Temple in the [...]

Zelda Developer Stumped in Spirit Tracks

Wednesday, November 25th, 2009

Kotaku reports this Aonuma interview which informs us the difficulty of Spirit Tracks and how its puzzles are different from any previous Zelda title. “One of our lead planners for the game is a programmer, so he has a different, more scientific or mathematical approach, so to say, to creating puzzles,” he wrote to Kotaku. [...]

Aonuma Talks More on Zelda

Sunday, November 22nd, 2009

Eiji Aonuma talked more about Zelda Wii, how important controls are, building off Ocarina of Time and his arguments with Shigeru Miyamoto. “The Difference between the two platforms (Wii and DS) is big. The experience with Spirit Tracks, trying to enhance an already ‘near-perfect control’, is what pushed us on learning how to rack our [...]

Eiji Aonuma Video : Zelda Wii and Spirit Tracks

Saturday, November 21st, 2009

Eiji Aonuma spoke more about Zelda Wii and Spirit Tracks in this video interview.

Aonuma Speaks More About Zelda

Thursday, November 19th, 2009

Eiji Aonuma spoke several times recently concerning Zelda Wii and Spirit Tracks. View the quotes below. “We’re taking advantage of MotionPlus. It’s become very natural – the movement of your arms is precisely reflected in the gameplay. Thanks to the technological advancements, we hope the gameplay can be more accessible to people. “We’re making efforts [...]

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