In a recent interview with Gamespot, Eiji Aonuma shed a little more light on some of the changes Skyward Sword will bring to the Zelda series.
Most notably, Aonuma stated that the basic gameplay structure of the new title will be different:
“If you look at The Legend of Zelda as a series, there are some things that are fairly traditional in the structure of the game in that you have a traditional field area and then a dungeon area. So, maybe we won’t have the dungeon area be that place where you go and you fight enemies and you solve a puzzle and beat the boss, but maybe we can make some field areas that operate sort of like dungeons. Or maybe we’ll have dungeons where you’re not just going in to battle enemies, but maybe a dungeon where you go in and you lose your sword, and you have to flee from the enemies and solve puzzles.”
The statement that this game will remove some of the “borders between dungeons and fields” is a pretty clear indication that the dungeon-field-dungeon method will be shaken up a bit this time around. Many people have been calling for a change to this traditional method of gameplay, and it will certainly add a new level of excitement and unpredictability to Skyward Sword.
Hit the jump for new plot information, Aonuma’s explanation of Skyward Sword‘s art style and full video of the interview.
In giving the brief plot summary that we’ve all become familiar with since E3, Aonuma revealed a new detail which, while small, could prove to be significant:
“Basically [the story] starts with Link, and Link is a young man who lives in Skyloft, which is a floating land that floats above the clouds … there’s an incident that occurs that reveals to him the existence of another land below the clouds, and that land is something that has been dominated by some evil force. Link has to go there, and so, with Link traveling back and forth between Skyloft and this other land, the story unfolds and part of it is that he’s searching for a lost or a valuable friend.“
Could this “valuable” friend be part of Link’s motivation to venture to the land below the clouds? And who is this friend? Unfortunately, we can only wait to find out.
Aonuma also revealed that the Skyward Sword’s art style partially stemmed from the increased accuracy of the swordplay with the Wii MotionPlus. How are controls related to art style, you ask? Well, Aonuma went on to explain that enemies were designed with exaggerated features in order to help players defeat them, and that when such exaggeration was used in the enemy design of a more realistic art style like that of Twilight Princess, it just didn’t seem to fit. So, for those of us who are disappointed at Nintendo’s deviation from the art style of Twilight Princess, I suppose the Wii MotionPlus is to blame!