Yet another interview with Eiji Aonuma from the New York Comic Con has surfaced, this time from IGN. IGN managed to ask Aonuma a wide range of questions, ranging from where A Link Between Worlds fits into the Zelda timeline, to whether the main villain Yuga is Gerudo, among much more. Hit the jump for the latest details.

Aonuma was asked as to where A Link Between Worlds fits into the Zelda timeline. Aonuma’s answer was quite ambiguous :

“As you probably know, after A Link to the Past, Link goes off on a trip. The Link in this game is a different one. So I think we can assume that it’s quite a bit farther in the future.”

“I’ll leave that to your imagination. Although, for example, Link’s Awakening is not a game that takes place in Hyrule itself, so it’s not like it directly connects to that one. Maybe that’s the right track to get you there?”

Aonuma also spoke on whether or not Yuga is a Gerudo, as well as giving insight to his design and physical characteristics:

“I don’t think he’s a Gerudo. I think perhaps the designers were a bit influenced by the art from past games. One of things we did with him, actually, was to make him a little bit ambiguous gender-wise, whether he’s a man or a woman. Having the longer hair and all. He also actually sings in the game.”

The open world nature of A Link Between Worlds is one of the biggest and most important changes to the Zelda series. When asked about making the game more open world in nature, Aonuma gave a detailed reply:

“What I wanted to do was make a game where you could get stuck and get lost and you’d have to think about things, but you’d have fun doing that. Obviously, If you just get stuck and stay stuck, that’s not fun. If you get lost and stay lost, that’s not fun. But if there’s a way out that you’re able to get to, that’s where I think the fun of a Zelda game lies. In previous Zelda games, we’ve created the scenarios and linked them together in a line. But ultimately that becomes super linear. I think that’s not really that much fun. What I wanted to do with this new game, A Link Between Worlds, is to be able to give players lots of choices and let them be able to think about things for themselves.”

He continued, describing the personal satisfaction of discovering solutions to obstacles in the game:

“You might come across one obstacle and have some idea, so you go and get an item and try to use that item to solve that problem. You might not be able to do it. You might fail the first time or the first couple of times and have to go back to get another item and do it again. But if you’re finally able to overcome something, that’s what makes it a fun game. As far as trying to bring that about and meet that challenge, which is what I wanted to accomplish with this game, the rental system is a big part of that. There are also lots of other things you’ll find in the game that are part of the process of bringing that type of gameplay about.”

Further expanding on this, Aonuma touched on the difficulty of dungeons later on in the game, as well as going into more depth on the game’s items:

“But in the late dungeons, things do get more difficult. Within each dungeon, you’ll have a lot of obstacles to overcome using different actions.”

“As far as the items themselves, even though you have the items from the beginning, some of them are more difficult to use. Some of them will take more practice. I think that’s where you’ll find the differences in difficulty showing up. You might find a dungeon that requires you to use an item that you maybe haven’t used a lot yet, so you have to train yourself in order to overcome something.”

Finally, Aonuma went into great length about Link’s ability to transform into a painting, and how the development team went about implementing the concept:

“Yeah, that was very much an early-on idea. I don’t remember exactly where the idea came from, but I started to have these discussions with my staff. You had Phantom Ganon in Ocarina of Time. He was able to go into a wall and move around. I thought that would be a cool thing to do. You could use it to slip through cracks in the walls and sneak around people and do all sorts of things.”

“That was the start of it. But then it became a question of, ‘How do we put that in a game?’ We could make that a regular item that you equip and use, but then it’s more like something you have to equip for that specific purpose and it becomes something that’s harder to use. We wanted it to be something that Link would use all the time. He’d be able to use it throughout the game. So we made it an A button action.”

Aonuma further elaborated:

“Once you have that ability, you’re able to do it at any time. Everything else came later, really. For being able to go into a wall, we felt like the side view was most appropriate for that. Then we thought that if we combined that with the top view and we move between those two things, we’d have an interesting tonal shift there, a contrast. That would give us different ways of looking at the world that would be more interesting. Once we had that, we could use the world of Link to the Past to create the rest of the game. We could use that as a kind of base.”

Aonuma has been giving us a lot of new and exciting information regarding A Link Between Worlds, particularly in the development process behind the game, and what has went into making the game what it is. It’s always interesting and fascinating to see how a game was developed, and the rich history and thought process behind it; A Link Between Worlds is no exception. The full interview can be found on IGN, while a condensed Q&A roundup can be read at Nintendo Everything.

Source: IGN
Via: Nintendo Everything