CVG : Pour commencer, y'a t il la moindre chose que vous pourriez nous dire à propos de la séquence à Zelda The Wind Waker ? Où en êtes vous dans le développement et quand le jeu sortira-t-il ?
Aonuma : Je ne peux pas vous donner le moindre détail pour le moment ! J'espère que nous aurons une version jouable pour le prochain E3 [Mai 2004], donc j'espère que vous serez patients.
Comme je l'avais fait avec Ocarina of Time et Majora's Mask, je vais utiliser le même moteur 3d et les mêmes graphismes que The Wind Waker pour cette suite. Cependant, je prévois d'améliorer un peu tout cela.
C'est donc confirmé, une suite à Zelda dans le plus pur style de The Wind Waker est bien prévu sur Gamecube. Bon, on ne vous cache pas qu'on n'aurait pas craché sur un Zelda réaliste, suite de Zelda The Ocarina Of Time, mais gageons que l'on attend avec impatience cette séquelle à TWW... à suivre donc !
Plus loin :
Voici l'intégrale de l'interview, en anglais :
Q : To begin, is there anything you can tell us about the sequel to Wind Waker? How far are you into development and when will we see it?
Aonuma : I am unable to give you any details right now. I am hoping to have a playable version ready by next year's E3, so I'm hoping you'll be patient and look forward to that.
As I did between Ocarina of Time and Majora's Mask, I will use the same engine and the same graphics of Wind Waker for its sequel. However, I do plan on powering everything up a bit.
Q : Is it part of a series or do you just make each game standalone? Or is that dependent on the popularity of the previous game?
Aonuma : When creating a sequel to an original, I like to look first and foremost about what was good and bad with the original. However, when creating a game, I like to make sure it's a complete story within itself, so it doesn't require a sequel and there's no explanation needed - that is how I approach all my projects.
Q : With regards to the graphical style, was it your idea to move away from the look of Ocarina and go with cel-shading?
Aonuma : Yes, I proposed it to Mr. Miyamoto as I felt it was the right way to go.
Q : Why did you feel this was appropriate?
Aonuma : I tried to make something a little more realistic with the N64 version and I actually feel that took away from the playability of the game. When creating Wind Waker, I actually shrunk the characters a little bit, making them easier to manoeuvre, with simpler movements.
Right now, there's a really realistic looking Link in Soul Calibur II. That Link is not required to travel really long distances - if he had to it would take forever. Making Link smaller means he's able to travel faster and his movements are more direct.
Q : Will the sequel to The Wind Waker be sea-faring again or do you plan to include a different mode of transport?
Aonuma : With regards Link's method of transport in Wind Waker 2, I still don't know. The play field has not been determined yet. In Wind Waker, because we decided to put him on the ocean, his method of transport was boat by default - it wan't that we specifically wanted to put him in a boat.
Q : When you began the game, what were the biggest challenges you faced?
Aonuma : Because the GameCube was a new system, I had to learn how to develop for it and build a different engine - that's where I started and that was a big challenge for me. I did have the knowledge of 3D from N64 though, so that was something we overcame without too much difficulty. Also, the cel-shading was a huge challenge for me.
Q : And is there one element you try to include in all of your titles? Nagoshi-san [currently working on F-Zero] says it's speed. Is there one for you?
Aonuma : I really value communication; the relationship between the player and the characters around them. The thought of having just one character progressing alone is not something I want to happen in my games. The way my character meets others, relates to them and leaves is really important.
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