Iwata Asks (Vol. 5 – Part 2) bares Link’s “functionalities”

Ideas born out of functionality

For those of you who are following the “Iwata Asks: the essence of Zelda” thread, the conclusion is finally here. Thanks to ReDucTor, we were able to sniff out the translation of the second part of the interview. This time around, they’re focusing on the ideas that were brought out and incorporated into the game, given its release on the new platform.

As some of you would consider Link to be hotter than pretty-boy Legolas, The Legend of Zelda: Twilight Princess isn’t all about 45-minute horse rides and epic-looking title screens. The developers and lead designers go into talking about the various elements they had eventually put into the game, especially after the supposed 2005 release for the GameCube was pushed back to this year.

Apparently, they were all relieved upon hearing about the delay due to the amount of features they want to pack into the game. From the dungeons, to the field design, even to the animation of Link. All of these little quirks, tweaks, and decisions made were born due to functionality.

What are we talking about? Click the “Full Article” link below to read the entire transcript (Vol. 5 – Part 2)!

Ideas born out of functionality

For those of you who are following the “Iwata Asks: the essence of Zelda” thread, the conclusion is finally here. Thanks to ReDucTor, we were able to sniff out the translation of the second part of the interview. This time around, they’re focusing on the ideas that were brought out and incorporated into the game, given its release on the new platform.

As some of you would consider Link to be hotter than pretty-boy Legolas, The Legend of Zelda: Twilight Princess isn’t all about 45-minute horse rides and epic-looking title screens. The developers and lead designers go into talking about the various elements they had eventually put into the game, especially after the supposed 2005 release for the GameCube was pushed back to this year.

Apparently, they were all relieved upon hearing about the delay due to the amount of features they want to pack into the game. From the dungeons, to the field design, even to the animation of Link. All of these little quirks, tweaks, and decisions made were born due to functionality.

What are we talking about? Click the “Full Article” link below to read the entire transcript (Vol. 5 – Part 2)!

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