5. A Dense Game Also For Beginners

Iwata:

Tominaga-san, when presented with the task of creating places that could be enjoyed multiple times, what did you think and how did you try to achieve that?

Tominaga:

For example, even if it’s the same place, the next time Link enters, he has more items, so different gameplay is possible. Earlier, Fujibayashi-san talked about using bombs at the volcano, but the next time you go there it features the Bow. It’s a game field with highs and lows, so you can shoot at enemies far away. And that time around, you have to advance while protecting a certain character.

Iwata:

Cutting your own way forward and protecting someone else as you advance results in completely different kinds of gameplay.

Tominaga:

That’s right. You can protect yourself with a shield, but that doesn’t work when you have something else to protect. And this time, Bokoblins with bows and arrows show up. If Link fires an arrow, they will fight back. I think we did a good job of creating the feeling of a battle in which each side takes cover in shadows, shooting and getting shot at.

Iwata:

And since it is your second time there, you know where the good places to hide are.

Tominaga:

The landforms are in your head, so that familiarity helps when you play.

Iwata:

Yes. All right, I’d like to finish up by asking each of you to say from the viewpoint of your own work what you recommend to the players. Shall we continue with you, Tominaga-san?

Tominaga:

Sure. First, you can, of course, enjoy solving puzzles at the volcano, but there’s also a good balance of actions, like using the Dash, so I would like players to become proficient in them all. Also, there are all kinds of enemy movements, and as we mentioned with the Bokoblins, they have a touch of humanity, so...

Iwata Asks
Iwata:

I wonder how many times we’ve talked about the Bokoblins today! (laughs)

Tominaga:

Sorry. (laughs)

Iwata:

I can really tell how you all simply love those Bokoblins!

Tominaga:

I think we all poured effort and feeling into the Bokoblins. They really are endearing and...

Iwata:

I mean, no one has even mentioned Princess Zelda once! (laughs)

Everyone:

(laughs)

Tominaga:

Princess Zelda is, of course, endearing (laughs), but to bring up Ghirahim again, we put a lot of effort into him in order to realise new gameplay using Wii MotionPlus, so while he may not be easy to defeat, I hope players will closely watch his movement and overcome him!

Iwata:

Just hearing talk of it makes me think it’s a battle that will remain firmly in players’ memories.

Tominaga:

Yes. I put as much feeling into Ghirahim as into the Bokoblins, so I truly hope people will enjoy him.

Iwata:

All right. Kiuchi-san?

Kiuchi:

I made enemies, so I want players to fully experience battles that are only possible with Wii MotionPlus. And aside from your sword, you can use the Shield when an enemy attacks. You can simply defend with it, but once you get used to it, I hope you’ll try a Shield Bash, and in doing so turn a crisis into an opportunity. And thanks to the enthusiasm of the planners, programmers, and designers, the enemies respond in all sorts of ways, so please use the full panoply of items to fight them. Some enemies will respond in ways you never imagined, so I think you’ll enjoy that.

Iwata Asks
Iwata:

Okay. Oyama-san, your message as “entrance gang leader,” please?

Oyama:

Well, I wasn’t quite a gang leader. (laughs) I think this game turned out to be a comfortable one to play even for newcomers to The Legend of Zelda. The controls are extremely intuitive, and while this is really getting into details, when you run along a cliff, it’s designed so it’s difficult to fall.

Iwata Asks
Iwata:

Until now, due to the camera angle, you couldn’t tell your footing, and the next thing you knew, you were falling.

Oyama:

Yes. But that has evolved this time, so even people who aren’t that good at 3D games can play without getting stressed. Also, while it isn’t very noticeable, we slipped in elements to make gameplay comfortable. So one aspect this time is the friendly design.

Iwata:

The series has always been that way, but it’s even friendlier than usual.

Oyama:

That’s right. (laughs) I hope even beginners will enjoy this dense Legend of Zelda game.

Iwata:

And last, Fujibayashi-san. Do you have anything you would like to add?

Fujibayashi:

This time, we talked about the Bokoblins a lot, so I’d also like to talk about the jelly-like Chuchu enemies. (laughs)

Iwata Asks
Iwata:

The enemies who sort of jiggle.

Fujibayashi:

Yes.  

Video: If you cut them horizontally, they divide up and down, and if you cut them vertically, they divide to left and right.

Tominaga-san, when presented with the task of creating places that could be enjoyed multiple times, what did you think and how did you try to achieve that?
If you cut them horizontally, they divide up and down, and if you cut them vertically, they divide to left and right. If they divide into upper and lower halves, they just fall back together and return to normal, and if they divide into left and right halves, they become two separate Chuchus, so they’re a really trying enemy.

Iwata:

They divide like amoebas.

Fujibayashi:

Exactly. Chuchus are one of the examples of enemies that you may find difficult to defeat. But first, you cut them horizontally so they split into upper and lower halves in mid-air. Then, before they can rejoin, you slash them vertically, thereby finishing them off for good.

Iwata:

In other words, you can defeat them with two strikes.

Fujibayashi:

That’s right. You don’t punch buttons, but rather the player performs this sword technique by actually moving the Wii Remote. You’ll feel like your skill at swordplay really improves, which feels great. The volcano, in particular, has that kind of enemy - lots of enemies like that where you have to watch them closely to defeat them - so try different things and develop your own style.

Iwata:

I don’t suppose any game before has required the player to watch their opponents so closely.

Kiuchi:

It seems like there should be a lot, but I don’t think there were.

Iwata:

As someone who made the enemies, Kiuchi-san, that must make you happy.

Kiuchi:

Yes, I am. I think the tension when you fight is different this time.

Fujibayashi:

Speaking of that tension, you really fear counterattacks by Bokoblins when your life energy runs low! You will hesitate to attack him, fearing that he may block your strike and perform a counter attack.

Iwata:

When you’re low on Hearts, even if you’re just fighting a Bokoblin, you hesitate before attacking?

Fujibayashi:

That’s right. When your one remaining Heart starts beeping, you know if you get hit once more you’re a goner, so you really sweat over how to place your next attack.

Iwata:

Unless you’re certain you can make use of an opening, you hold back.

Fujibayashi:

You keep your distance until you think, “There’s my opening!” Then you bring down your sword and hear “klannng!”

Iwata:

Because your opponent blocked your attack.

Fujibayashi:

Yes. Then you feel his blow strike and you cry out! (laughs) For a while, I could hear those pained cries from around the room. One key aspect of this game are sword battles with that level of tension.

Iwata:

I see. This Legend of Zelda’s game’s density becomes ever clearer through these interviews. This will continue for some time to come (laughs). This Zelda game has such density in terms of gameplay that even if you find out a little bit of its contents beforehand, I don’t think it will lessen your gameplay experience when you actually play it. Since the game is so dense I’m also making these interviews dense as well, but I would like to assure the readers that you don’t have to worry about finding spoilers here. Thanks for today, everyone.

Iwata Asks
Everyone:

Thank you.