The Zelda chief reflects on the franchise benchmark and the evolution of the series since its 1998 release. http://www.nintendoworldreport.com/newsArt.cfm?artid=20397 In a recent interview with Spanish-language site Revogamers.net, Zelda series creator Eiji Aonuma stated that he finds 1998's landmark title The Legend of Zelda: Ocarina of Time to be "not very good" when compared to recent Zelda games. The title, which regularly tops best-of lists, is widely regarded as one of the best games of all time, and currently sits atop the list of best reviewed games at Gamerankings.com with a 97.66% score.
Aonuma elaborates, "If you play Ocarina of Time now, you realize that the game is not very good. There are moments in which it doesn't move as fast as it should, the graphics are not as good as they should have been, there are confusing parts... Now any Zelda game is technically superior. Everything goes much faster, much better. But in order to surpass Ocarina of Time what we need is to contribute a big change as experienced back then."
Regarding the titles that have been released since Ocarina of Time, Aonuma said, "I believe that with each successive Zelda game we have surpassed all of these mistakes seen in Ocarina of Time. With each Zelda game I have tried adding elements that couldn't have been done at the time. It's like I've been trying to remake Ocarina of Time all these years. If you ask me if there will be a remake of Ocarina of Time I will tell you that I thought I was working on one all these years! But it must be that I haven't done a good enough job, I haven't reached the level I was hoping to achieve".
In order to gain a better understanding of Aonuma's comments and their context, NWR Staff Writer Pedro Hernandez translated the interview's key parts from Spanish to English. His translation and commentary are below.
On Creating Control Schemes
"La experiencia con Spirit Tracks, tratando de mejorar un control que nos decÃan que era perfecto, nos ha servido para aprender a estrujarnos el coco", reconocÃa Aonuma, ergo en una lÃnea similar,"con el juego de Wii queremos hacer lo mismo, exprimir al máximo las posibilidades que ofrece el control. Queremos conseguir la mejor forma de que el jugador controle el juego".
Translation: With our experience with Spirit Tracks, trying to make a control scheme that was considered perfect even better, has helped us learned to truly brainstorm and work our minds. With the Wii game we want to do the same thing, squeeze to the fullest the possibilities the control scheme has to offer. We want to achieve the best control scheme for the player.
Summary: Aonuma is saying that with each version they work hard to create a unique control scheme that fits the experience well, doing a lot of brainstorming sessions when trying to create a scheme that is better than a previous one.
On Graphics Realism vs. Control Realism
"Si en DS se eligió un estilo visual adecuado a la pantalla, y como en tantas ocasiones ha definido Aonuma, se ligó esencialmente a la jugabilidad y al control, es de asumir que el televisor del salón y el Wii MotionPlus obligatorio inviten a una experiencia mucho más atenta a las actuaciones de Link, asà que "en Wii la cámara es una cámara mucho más real, los gráficos también son más realistas y el control, por lo tanto, deberá ser mucho más realista".
Translation: If the DS was given an adequate visual style for its screens, as stated by Aonuma before, it was essentially mixed with the gameplay and control, so it's safe to assume that the living room TV and Wii MotionPlus invites players to an experience that pays more attention to Link's movements, so according to Aonuma, "On the Wii the camera is much more real, so are the graphics. So the controls must be real as well."
Summary: This is talking about how Aonuma creates experiences that are appropriate for each version of Zelda, and states that since the graphics and camera of the Wii version will much more realistic than in previous versions, the controls must be realistic as well.
On the Importance of Realism in Zelda Wii
"A este respecto, Shigeru Miyamoto aseguró en el último Preguntas y Respuestas sobre los resultados de la compañÃa que "el nuevo Zelda para Wii irá mucho más allá [en el desafÃo y el valor auténtico de la serie] (...) Uno de los atractivos primordiales de Zelda es su unicidad. Por descontado estamos preparando gráficos asombrosos para los usuarios y su expectación ante una aventura de rol de tal envergadura", algo que no quita, de nuevo, la incidencia en "lo que es muy importante, el sentimiento realista, auténtico que los jugadores han venido experimentando; la sensación de haber estado en una aventura, de haber explorado territorios desconocidos, de haber resuelto el rompecabezas mediante prueba y error, ¡de haberse visto crecer a través de varias vivencias!" Unas palabras que casi parecen acordadas con el tutor actual de la serie, más aún cuando "el padre" reconoce que "un sentimiento personal de creatividad se está haciendo grande entre nosotros. Hemos reunido al equipo más ingenioso para Zelda DS, y queremos ser lo más creativos posible con Zelda Wii"."
Translation: In this respect, Shigeru Miyamoto assured in a recent Q&A session that "the new Zelda for Wii will go beyond [the challenge and authentic value of the series]. Therefore, we are working on amazing graphics in order to meet the player's expectations and create a high quality adventure game", which doesn't take away the fact that "its very important to achieve a level of realism that players have been experiencing for a while: feeling that they have truly gone on an adventure, that they have explored unknown territories, to have solved puzzles via trial and error, to have grown as players thanks to the experience". "A personal feeling of creativity is growing between us. We have gathered a great team for Zelda DS, and we hope to be as creative as possible for Zelda Wii".
Summary: Miyamoto re-affirms that Zelda Wii will be very different, affirming that it's the realistic feel of the series that gives it its appeal, as recently reported by NWR.
On the Mistakes Made in Ocarina of Time
"creo que con los sucesivos juegos de Zelda he ido subsanando todos esos errores y deficiencias que veÃa en Ocarina of Time. En cada Zelda he intentado ir añadiendo cosas que en su momento no pude hacer. En realidad es como si hubiese estado haciendo un remake a lo largo de estos años", por lo tanto, concluÃa humildemente, "si me preguntas si va ha haber un remake de Zelda, te contesto que creÃa que habÃa estado haciéndolo todo este tiempo... pero debe ser que no lo he hecho demasiado bien, no he llegado al nivel que se esperaba."
Translation: "I believe that with each successive Zelda game we have surpassed all of these mistakes seen in Ocarina of Time. With each Zelda game I have tried adding elements that couldn't have been done at the time. It's like I've been trying to remake Ocarina of Time all these years. If you ask me if there will be a remake of OoT I will tell you that I thought I was working on one all these years! But it must be that I haven't done a good enough job, I haven't reached the level I was hoping to achieve".
Summary: Aonuma states that there WERE mistakes in Ocarina of Time. He is saying that with every new Zelda game, he has strived to add elements that couldn't have existed in OoT due to time and hardware limitations.
On the Technical Evolution of the Zelda Franchise
"Si ahora juegas a Ocarina of Time, te das cuenta de que no es un juego tan, tan bueno. Hay momentos en los que no se mueve tan rápido como deberÃa, los gráficos no son tan bonitos como deberÃan, hay partes algo confusas... Ahora cualquier Zelda es técnicamente superior. Todo va mucho más rápido, mucho mejor...",y pese a ello, Nintendo sabe cuál fue su mayor logro, y lo más difÃcil de mejorar tantos años después: "pero para superar aquel Zelda Ocarina of Time, lo que se necesita es aportar un cambio equiparable al que se vivió en aquel momento".
Translation: "If you play Ocarina of Time now, you realize that the game is not very good. There are moments in which it doesn't move as fast as it should, the graphics are not as good as they should have been, there are confusing parts... Now any Zelda game is technically superior. Everything goes much faster, much better. But in order to surpass Ocarina of Time what we need is to contribute a big change as experienced back then."
Summary: This is the origin of the "Ocarina of Time is not that good" comment. Aonuma states that as the Zelda games continue through time, they have become more and more technologically sound. In order to surpass the greatness of Ocarina of Time, a big change is needed similar to the change that occurred with Ocarina of Time.
On Working with Shigeru Miyamoto
"nuestras formas de ver las cosas se están empezando a parecer muchÃsimo, aunque me queda muchÃsimo para llegar a su nivel", confesaba entre risas después de un halago sincero: "Miyamoto es directamente un genio, su talento es innato, y yo todo lo que sé hacer lo he tenido que ir aprendiendo muy poquito a poco. Y me ha costado mucho, no tengo ningún talento natural". Cual niño que enseña su tarea a su seño favorita, "desde siempre, el momento en el que tengo que enseñarle mi trabajo para que me dé su opinión es un momento muy especial para mÃ".
Translation: Our ways of seeing things are beginning to feel similar, though there's still a lot to do before I reach his level. Miyamoto is a genius, his talent is unmatched, and everything I know I have learned little by little. And it has cost me a lot to accept that I don't have any natural talent. Since always, the moment in which I have to show my work to Miyamoto so he gives me his opinion is always a special moment for me.
Summary: Aonuma clearly has much respect for Miyamoto, and always looks forward to hearing Miyamoto's opinion on his work.
The next entry in the Zelda series, The Legend of Zelda: Spirit Tracks, launches Dec. 7 in North America.