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Eiji Aonuma pekar på brister i The Legend of Zelda: Twilight Princess

The Legend of Zelda: Twilight Princess är, strax efter Super Mario Galaxy, den mest hyllade titeln till Nintendo Wii någonsin. Men trots att det regnade nior och tior över äventyrstiteln menar Eiji Aonuma, Zelda-seriens producent, att de gjorde några misstag under utvecklingen.

I en nyligen publicerade intervju med EDGE berättar han att de bland annat inte lyckades utnyttja den massiva spelvärlden till fullo.

”For Twilight Princess we used the adult Link and one of the interesting things about that was how we considered the precise proportions of Link and the world,” sade Aonuma. ”The scale is because we aimed for a more realistic quality in the size of the environments of Hyrule and what that Link faced.

”But the question is whether or not we were able to incorporate any and all of the interesting game ideas that were able to take advantage of that kind of sheer grand scale within the Zelda universe. I am afraid that definitely no, we were not able to do all the things that perhaps with hindsight we had the capabilities to do. With that as the starting point, we are now developing the Wii version of Legend Of Zelda.

”In the case of Spirit Tracks it was relatively easier, because regardless of the actual proportions between the player character and the other objects, we can simply concentrate upon the many game ideas we want to realise. But in the case of trying to depict a relatively photorealistic three-dimensional world, we have to be very careful to adapt the ideas so that they seem to perfectly fit with that world. I must admit that’s actually one of my very greatest regrets as regards the Twilight Princess.”

Nästa spel i Zelda-serien kommer förhoppningsvis att avtäckas på E3-mässan i juni, och enligt Aonuma bör spelarna förbereda sig på en överraskning. Med lite tur får vi lite mer kött på benen innan dess.

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