*celebrates*
Here are new Aonuma quotes (source):
The other main thing, along with the item rental system and the order of dungeons, is this idea of linearity versus non-linearity. Recently Zelda games have been very linear, and the idea of being able to do things in any order is something that only games can achieve. When you watch a cartoon or a movie, you watch from beginning to the end and you have the story. If a game only tells a story linearly, it's not really using that full potential of the game. The main thing we wanted to accomplish with A Link Between Worlds was to have that non-linear style.
For Skyward Sword, that kind of narrowed, focused world helped us with that, but at the same time it meant you didn't have that wide-open world to explore. We've heard the complaint about lack of openness from a lot of fans. As we're deciding what the core gameplay mechanic was, we have that open-world desire at the forefront of our minds, and we're trying to figure out how to incorporate that as well.
Yeeeees! Yes! The main message of this blog always has been "make the Zelda games less linear, more open, more fun to explore". It's basically the one most important thing I wanted back from Zelda and I've written countless blog posts about this topic. While I doubt that anyone at Nintendo studies this blog (if you do, thanks for your time!), it seems like I wasn't the only Zelda fan, who wanted this. And it feels like a huge success that the tides are finally turning. It's great to see that Aonuma has finally gotten some insight and that Nintendo returns to the origins of Zelda.
Nintendo even went so far that they made multiple versions of specific cutscenes, depending what dungeons has been completed at the time. I really hope that this is not just some trend, where Nintendo returns to linear Zelda in a few years. But I will really enjoy the upcoming games starting with A Link Between Worlds.
Here are new Aonuma quotes (source):
The other main thing, along with the item rental system and the order of dungeons, is this idea of linearity versus non-linearity. Recently Zelda games have been very linear, and the idea of being able to do things in any order is something that only games can achieve. When you watch a cartoon or a movie, you watch from beginning to the end and you have the story. If a game only tells a story linearly, it's not really using that full potential of the game. The main thing we wanted to accomplish with A Link Between Worlds was to have that non-linear style.
For Skyward Sword, that kind of narrowed, focused world helped us with that, but at the same time it meant you didn't have that wide-open world to explore. We've heard the complaint about lack of openness from a lot of fans. As we're deciding what the core gameplay mechanic was, we have that open-world desire at the forefront of our minds, and we're trying to figure out how to incorporate that as well.
Yeeeees! Yes! The main message of this blog always has been "make the Zelda games less linear, more open, more fun to explore". It's basically the one most important thing I wanted back from Zelda and I've written countless blog posts about this topic. While I doubt that anyone at Nintendo studies this blog (if you do, thanks for your time!), it seems like I wasn't the only Zelda fan, who wanted this. And it feels like a huge success that the tides are finally turning. It's great to see that Aonuma has finally gotten some insight and that Nintendo returns to the origins of Zelda.
Nintendo even went so far that they made multiple versions of specific cutscenes, depending what dungeons has been completed at the time. I really hope that this is not just some trend, where Nintendo returns to linear Zelda in a few years. But I will really enjoy the upcoming games starting with A Link Between Worlds.
I'm very excited for this game. It's really aiming to resurrect the old-school spirit of the NES and SNES games. =3
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