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
  • tired of this sh*t

    You know, Yuga would have been a far more interesting Villain if he were female. As much as i love the series, so far there hasn't been a single game that stars its main antagonist as a female. They have all been male, it and its starting to get really irritating.

    as a friend once told me, they're only doing this because Ghirahim, the first make-up wearin flamboyant psycho in the series, was a huge hit.


    always having to save zelda, instead of actually helping him in his quest, is also another thing that this series needs to fix. Phantom Hourglass was a step in the right direction, but still, they could do so much better. Zelda is a powerful fighter in the Smash series, why not let her travel with link, in person, and have them be playable together, to take down an evil, TOGETHER.

    • Zeldafan17

      Umm…in OoA, Veran was the villain, and she's female. (not counting linked game)

    • Mahboi

      What's wrong with another Ghirahim? After all, he was the first of his kind. I do agree that a female villain would be unprecedented and potentially something very effective if done properly, but hey, it's not Ganon.

      As for playable Zelda, you could either play the CD-i games (not recommended) or Spirit Tracks (far more recommended).

    • Sanguiluna

      Veran was a female villain, who ended up being a puppet to an even greater, FEMALE villain–two of them, in fact. So there goes your complaint deflated twice over.

      • Nona

        Doesn't mean there can't be more!

    • Ryan

      Have you forgotten Koume and Kotake? The two witches that form Twinrova? They are a boss fight in OoT, and the two behind the scenes villains in the Oracle games along with Veran.

      I do agree that female villains are not common in the Zelda world though and it would be good to introduce more.

    • Reece

      Just because Aonuma says "he" here doesn't mean Yuga is confirmed as a male, especially as this has been translated from Japanese. Did you skip the part In that very same quote where he says himself that Yuga's gender is mysterious? It might not even be human–it could just be a genderless form of evil.

      Also, we don't know anywhere near enough about Yuga to judge whether he/she will be similar to Ghirahim. You're going by appearance alone, whereas he/she could be much more enraged, serious and/or focused on destroying Link rather than toying with him. Even if this were the case, I wouldn't call the concept "milked" as there's only been one Ghirahim.

      I would be all for another female villain though.

  • James

    I think I'm the only person in the world that hates Ghirahim lol I thought he was so lame, girly and un-intimidating, Ganons form at the end of OoT was the closest thing to a brutal villain so far, I hope they make Zelda U a bit more realistic and grown up, I want a villain that I'm scared to face because it looks like a demon God and destroys everything! Haha whether it's a form of Ganon or not

  • guest

    Still being cagey about the timeline, even after the official release and all. Guess we aren't going to get a strait answer for the timeline question…a least not any time soon.

    • TheGrave

      It's already been confirmed that the game takes place several generations after ALttP, but before the original NES Legend of Zelda, so Aonuma doesn't really have to say a lot about it.

      • guest

        I hadn't heard that is was confirmed to be before the NES Zelda games, although that makes a significant amount of sense. Thank you for that information

  • Sanguiluna

    Theorizing time: If Yuga isn't a Gerudo, then that means his physical resemblance to Ganondorf isn't his natural appearance and is a conscious effort on his part…

    Oh gods help us… our villain is a cosplaying fanboy.

  • So Yuga is a guY, otherwise they might have called her Lriga. That actually would have fit with other puns in the names of this game (Lorule for instance)…:)!

  • MDH

    I'm really liking all the info Aonuma is giving out, it shows how much thought goes into the development process. His statement that he feels more in touch with the fanbase now combined with the small but significant improvements in WWHD make me very optimistic for ALBW and Zelda U. I sure hope ALBW will have a Hero Mode.

  • Aonuma is really trying to make this game surpass Ocarina of Time… I think it's working o-O