The Reinvention of Zelda 74
Gamespot reports on a lecture at GDC on Thursday, with commentary from Nintendo's manager of software development Eiji Aonuma. Aonuma went through the very long process involved in bringing Twilight Princess to the American audience. Realistic graphics were chosen for the US playerbase, but many other decisions came about via unorthodox thinking and the intervention of a higher power. "It was around this stage that Aonuma was talking to Nintendo senior managing director Shigeru Miyamoto, who told him something along the lines of, 'It's as though the Revolution (later renamed the Wii) was designed just for Zelda! Why don't you try making a Zelda for the Revolution?' In the end, believes Aonuma, the kind of direct control offered by the Wii Remote was exactly what was needed to breathe life into the game."
Re:I might give it a try... (Score:5, Informative)
Re:Owners of the game: can a left-hander play it? (Score:4, Informative)
Re:I might give it a try... (Score:3, Informative)
Um, pretty much all of the Zelda games are linear. Go to this dungeon, get this item & defeat this boss, get direction to the next dungeon to get that item & defeat that boss, wash, rinse, repeat. I don't know what games you've been playing to make you think that they were anything but linear.
Re:Great game, spotty controls (Score:2, Informative)
I really liked Wind Waker though (Score:3, Informative)