Eiji Aonuma on Phantom Hourglass, new Zelda characters in Super Smash Bros. Brawl

Eiji Aonuma - Image 1Game Informer managed to talk with Eiji Aonuma, designer of The Legend of Zelda: Phantom Hourglass, and got some interesting insights about making a Zelda game for the DS, as well as info on two new additional characters making their way to Super Smash Bros. Brawl.

Aonuma said that the DS supported Toon Shading and required a lower number of polygons than other consoles, which helped ease the translation of the game into the DS handheld platform. Tasked with the creation of a DS Zelda game, Aonuma made sure he was is going to make a game specifically for the DS and it clearly shows in the way that Phantom Hourglass makes full use of its touchscreen and stylus features.

While he didn’t specify a specific DS hardware limitation, Aonuma did mention that a big difference in Phantom Hourglass was the classic top-view camera angle. He explained that a top-view camera angle was more natural for the DS because players tend to look down at the lower screen while playing. Aonuma even stated that it was also the reason why Phantom Hourglass is his favorite Zelda game to date: because it gave the feel of older, classic Zelda games.

He also alleviated the fears of those who want to get Phantom Hourglass but haven’t played its direct prequel, The Legend of Zelda: Wind Waker. Aonuma assured players that a summary of Wind Waker will be shown at the beginning of the game with storyboards, so anyone will be able to pick it up without getting confused.

As for the controls, the development team did not give an option to switch controls to the D-pad. Check out his explanation why:

Actually, the idea of giving the player the option of being able to use the D-pad and the touch screen was brought up in the course of development. But as a game developer, I really donÂ’t like the idea of switching controls, because it removes the player from the experience and the player has to think about which controls theyÂ’re using and at what point they have to switch and always keep that in mind. That was a conscious decision on my part to not give the player that option. With regard to the hand getting in the way, thatÂ’s something IÂ’ve thought about, but IÂ’ve found a solution in using a longer stylus.

On a related note, Aonuma confirmed the addition of two more Zelda characters, Sheik and Ganondorf, to the roster of Super Smash Bros. Brawl. It was not mentioned whether they would be playable, or act as assist trophies, or whether Sheik would come into play in a similar fashion as Zero Samus. We’ll keep you informed so expect more updates as they come happen.

Eiji Aonuma - Image 1Game Informer managed to talk with Eiji Aonuma, designer of The Legend of Zelda: Phantom Hourglass, and got some interesting insights about making a Zelda game for the DS, as well as info on two new additional characters making their way to Super Smash Bros. Brawl.

Aonuma said that the DS supported Toon Shading and required a lower number of polygons than other consoles, which helped ease the translation of the game into the DS handheld platform. Tasked with the creation of a DS Zelda game, Aonuma made sure he was is going to make a game specifically for the DS and it clearly shows in the way that Phantom Hourglass makes full use of its touchscreen and stylus features.

While he didn’t specify a specific DS hardware limitation, Aonuma did mention that a big difference in Phantom Hourglass was the classic top-view camera angle. He explained that a top-view camera angle was more natural for the DS because players tend to look down at the lower screen while playing. Aonuma even stated that it was also the reason why Phantom Hourglass is his favorite Zelda game to date: because it gave the feel of older, classic Zelda games.

He also alleviated the fears of those who want to get Phantom Hourglass but haven’t played its direct prequel, The Legend of Zelda: Wind Waker. Aonuma assured players that a summary of Wind Waker will be shown at the beginning of the game with storyboards, so anyone will be able to pick it up without getting confused.

As for the controls, the development team did not give an option to switch controls to the D-pad. Check out his explanation why:

Actually, the idea of giving the player the option of being able to use the D-pad and the touch screen was brought up in the course of development. But as a game developer, I really donÂ’t like the idea of switching controls, because it removes the player from the experience and the player has to think about which controls theyÂ’re using and at what point they have to switch and always keep that in mind. That was a conscious decision on my part to not give the player that option. With regard to the hand getting in the way, thatÂ’s something IÂ’ve thought about, but IÂ’ve found a solution in using a longer stylus.

On a related note, Aonuma confirmed the addition of two more Zelda characters, Sheik and Ganondorf, to the roster of Super Smash Bros. Brawl. It was not mentioned whether they would be playable, or act as assist trophies, or whether Sheik would come into play in a similar fashion as Zero Samus. We’ll keep you informed so expect more updates as they come happen.

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