Posts Tagged ‘Shigeru Miyamoto’

Ask Shigeru Miyamoto a Question for E3

Wednesday, June 2nd, 2010

Shigeru Miyamoto E3 Zelda Wii 2010IGN has setup a new feature in which everyone can submit their very own question to Shigeru Miyamoto himself which he might answer at E3 2010. However, they will only hand pick a select few of the hundreds if not thousands of questions. You will need an IGN account (it’s free to register) in order to submit your question. For a better chance of your question being asked, make it a unique one (nothing generic like when will Zelda Wii release or any similar type of question).

Our question: Are there any chances that a classic Legend of Zelda title could be remade into a 3D environment, say “The Adventure of Link” …maybe?

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Latest Shigeru Miyamoto Interview Translated

Tuesday, June 1st, 2010

Shigeru Miyamoto talks Zelda WiiWe posted this German interview with Shigeru Miyamoto back in May, but now thanks to Zelda Informer it has been fully translated. Here’s a portion of the interview which concerns Zelda Wii.

What can you tell us about the so far only official artwork from Legend of Zelda Wii?
The image plays a big role in the handling. You’ll see what I mean by that at E3. But honestly speaking, you won’t know how much fun it is before you’ve tried it yourself. So just wait it out, until the time when you can play it yourself.

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German Shigeru Miyamoto Interview

Friday, May 14th, 2010

A new video interview with Shigeru Miyamoto was posted by GoNintendo today, where he talks about Zelda Wii among many other things. Unfortunately, the interview is entirely in German, but GoNintendo has a rough translation. We’ve included the Zelda Wii information below.

Miyamoto had this to say about the Zelda artwork shown at last year’s E3:

“This image plays an important role in the plot. At E3 you will see what I mean. But honestly said you will only remember the games, such as makes the joke much. So you wait until you play it yourself.”

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Zelda Wii And The Vitality Sensor

Saturday, April 3rd, 2010

In case you haven’t heard, Nintendo is planning on releasing something called the Wii Vitalty Sensor this year, which was first unveiled at last year’s E3 to much confusion. Well, if you haven’t cared about it yet, now’s your chance.

In an exclusive interview with Now Gamer, Shigeru Miyamoto spoke about the prospect of incorporating the Wii Vitality Sensor into a game like Zelda. The interview is after the break.
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Zelda Wii News

Wednesday, December 16th, 2009

Zelda WiiThis 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.

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Miyamoto Talks with MTV about Zelda

Tuesday, October 20th, 2009

Another new Miyamoto was published, this time from MTV. He makes a few notes on Spirit Tracks and Phantom Hourglass, but also mentions a bit about Zelda Wii.

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Miyamoto and Zelda Wii

Monday, October 19th, 2009
Shigeru Miyamoto

Shigeru Miyamoto

Popular Mechanics published their recent interview with Shigeru Miyamoto today. They talk about the Legend of Zelda series as a whole and a bit about Zelda Wii. Read part of that interview below.

PM: A lot of your characters started out as villainous in earlier games, such as Bowser and Donkey Kong and Wario, and in later games they became more sympathetic and almost goofy. Is there a conscience effort to “de-villainize” evil characters in later games?

SM: One thing I’m not really good at is creating truly heroic characters or truly villainous characters, with the one exception being maybe the Zelda series, where I think we did a pretty good job of defining the roles in that series. I think we never really see anything all that serious come about in the Mario series, and then we have games that fall somewhere in between the two.

PM: Speaking of Zelda games, they’re obviously very popular in lots of parts of the world, and they have almost a mythological story, that resembles Greek or any old epic you look at. Was there anything particular from Japanese culture or mythology that was put into the story that might go over the heads of Americans?

SM: I don’t really consciously do things like that or consciously sense those types of differences. Partly it may be because, even in Japan, we see lots of different types of movies from America where they have the types of armor and clothing that you see in a game like that. We also see a lot of Chinese movies, and Chinese armor. Ocarina, I think, maybe the visual style drifts more towards a Western fantasy style and art design, but I don’t intentionally ever try to replicate a particular cultural element from a particular country.

PM: Do you create background stories to the characters that maybe aren’t known to the public or presented in the games?

SM: For the most part we don’t create very in-depth back stories for the characters. I think the Zelda games and Ocarina of Time, in particular, may be somewhat different in that, although I don’t write the relationships myself when we created the game, but when we created Ocarina in particular, we did think heavily about who the characters are, their relationships to one another, and how that plays out in the story. But taking a game like the Super Mario Bros. games in particular, typically when we design a character it’s based on their function within the interactive gameplay world. So for example characters that have spikes are characters you cannot jump on. In that sense it’s not so much designing a character as it is designing their function within the world.

PM: What’s your dream type of game that takes advantage of the Wii-mote?

SM: Right now I’m focusing on creating the next Zelda game.

PM: Can you tell me anything about it?

SM: Not today!

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New Miyamoto Interview

Saturday, October 17th, 2009

A new Miyamoto interview was posted up at IGN and although it is mainly about the upcoming Super Mario Bros. game, it does mention a tiny bit about The Legend of Zelda.

Do you think the Super Guide is a form of cheating, and do you think it can be applied to any game?

Obviously people will buy a game and if they can play through to the end they’ll do that. Some will buy a strategy guide, some will go online for hints, and all we’ve done is incorporate it in some way inside the game itself. We were able to create it for this game because we set out to make it specifically for New Super Mario Bros. Wii, and I think it depends on the priorities for other titles whether it may or may not make it in those games. We can’t really promise that it’ll be in every game from now forward, but at the same time there are some types of gameplay that are suited to a system like this. We’ll evaluate the titles on a case-by-case basis. Let’s use Zelda as an example, introducing it opens up a Pandora’s Box: do we solve the puzzles, do we show how to solve it in order to make them understand it, do we show the whole solution? It can be a difficult system, but we do see some value in it.

Is it possible that this “Super Guide” will be present in the upcoming Zelda title? Miyamoto sure does seem to hint towards that.

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