Aonuma Hints at a Twist for Wii U Legend of Zelda

The producer claims to be putting in a surprise on how he tackles an open world.

By Kyle England. Posted 10/23/2015 10:30 16 Comments     ShareThis

“Unfortunately, I can’t go into details but I’m hoping to put a surprise, or kind of a twist, on my view of an open world game. I hope that you’ll look forward to it.” Longtime Legend of Zelda producer Eiji Aonuma said this referring to the upcoming Zelda game for Wii U while chatting with IGN recently. Aonuma is fully aware of how some players responded to the gated-off areas and segmented world of Skyward Sword, the last console game in the series. It looks like he is taking these criticisms to heart in the world design of the upcoming Zelda adventure, which will contain a huge open world.

Still, as is the Nintendo way, Aonuma doesn’t plan to implement all of his ideas that came from criticism of past games in conventional ways. “If we put all the feedback the fans write directly into the game, there won’t be an element of surprise,” he said. “If there’s a comment and they’re asking for certain element, I would think, ‘Oh, why not interpret this in a different way that you wouldn’t expect?’ That’s how we create a new element in a Zelda game. I always want to implement something new and surprising into every game.”

The last we saw of the new Legend of Zelda for Wii U was some time ago. Earlier this year, the game was delayed until further notice. And at E3, no new footage or information was revealed. Aonuma is being understandably cryptic for now, but what twist could he possibly be bringing to the open world format? The idea of non-linearity of dungeons was first introduced in A Link Between Worlds, and this twist could be a step even further in that direction. Hopefully we will see more Wii U Zelda footage as we move into early 2016.

Source: IGN

16 Responses to “Aonuma Hints at a Twist for Wii U Legend of Zelda”

  • 459 points
    Drew Ciccotelli says...

    The first non-linearity of dungeons was in the original. you could go to most of the dungeons right off the bat. There wasn’t any real order of what dungeon you had to go to first except based on your skill set and a few items you may need to win.

    It was technically an open world also as much as GTA also has a border eventually.

    Thumb up 0
  • 0 points
    says...

    Perhaps the twist will be the NX version and whatever unique things it may offer. Twilight Princess was better on the system it was made for, vs the Wii and the motion controls. Will be interesting to see what the game is like though when all is said and done.

    Thumb up 2
    • 1 points
      Kevin Knezevic says...

      Twilight Princess was totally better on Wii. ;) Aiming with the Wii Remote >>>> aiming with a control stick.

      Well-loved. Like or Dislike: Thumb up 4
      • 670 points
        OG75 says...

        Have to agree with dpw74 on this one:

        Twilight Princess on Gamecube was a great videogame, built from the ground up on Gamecube. An epic adventure in its truest form.

        Twilight Princess on Wii was a great…..business move. Not a bad game by any means, but everything felt backwards. Oh wait, everything WAS backwards. Literally!

        Well-loved. Like or Dislike: Thumb up 5
        • 1 points
          Kevin Knezevic says...

          I don’t know, while TP was definitely envisioned for GameCube, it always felt to me that some of the later parts of the game were designed with the Wii Remote in mind. Case in point: the Double Clawshots, which worked so well that they were brought back, almost unchanged, in Skyward Sword, a game that was explicitly designed around the Wii Remote.

          In any event, the rumored HD remake would probably be based on the GC version with some TWWHD-like motion controls added in, which would be a fairly happy compromise. ;P

          Well-loved. Like or Dislike: Thumb up 4
      • 0 points
        says...

        I sure wish if they do release the rumored HD version, that it’s compatible with the motion plus. For whatever reason, for me it seems so much more accurate than the original wiimote. At one point I was having so many issues with the original wiimote, I went and bought a new wiimote to see if I had a bad controller. But, it was not the case. So I hope if we get an HD version, please Nintendo add in motion plus functionality!

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  • 670 points
    OG75 says...

    I’ve been a Nintendo fan since Donkey Kong was the pack-in game with my Coleco Vision (Christmas of 1982) and one thing (of many) I can say: Nintendo is not predictable. It’s their constant pursuit of both fun and innovation that makes it exciting to be a Nintendo fan. Not that all of their moves suit my tastes, but over the years, I’ve been more than pleased. I for one can’t wait to hear all about the twists and unique features of Zelda.

    Oh and I wouldn’t mind a shiny new HD version of Twilight Princess while we wait. Yes please.

    Thumb up 3
  • 0 points
    says...

    In any case, a HD version with OPTIONAL motion controls would be a good thing. I absolutely hated using motion controls and the Wii was my least played system, and least favorite. Motion controls were good for some games, but looking back I wish the option to use normal controls had been available for most Wii games. Wii U is light years better than Wii, why it’s done so poorly is really a shame. I’ve noticed for a lot of games, there are tons of control options on the Wii U. That’s the way it should be, not everyone wants to wave their arms around or dance in front of a TV like a moron. Unless it’s Wii sports of course. The motion plus feature was slightly better, and came a bit too late for the Wii.

    Thumb up 2
  • 459 points
    Drew Ciccotelli says...

    The motion controls in Twilight Princess were boss and only gave the game that much better depth and immersion. The game was better for it and showed motion controls could work in a traditional adventure game and not just sports and shooting games. Motion controls made the Wii an evolutionary console which is still unmatched by all the competition. Taking jabs motion controls is fruitless and a real ignorance as to how they influenced and enhanced gaming today.

    Thumb up 1
    • 0 points
      says...

      That’s your opinion, but I would be careful with the ignorant statement. I’m fully aware of the influence of motion controls as I was not born yesterday. Don’t be butthurt like a fanboy when someone disagrees with your opinion. Opinions are just that, and I don’t care if you like them or hate them, has no influence on how I prefer to play my games or you play yours. It’s just a preference, and that’s fine.

      Thumb up 2
    • 0 points
      says...

      I would add as a side note, that for certain games I can’t imagine not having motion controls, like the Mario Galaxy games, Metroid Prime 3, Excite Truck, Pikmin etc. They worked great. For some titles, they just added frustration due to lack of accuracy. Off the top of my head, Goldeneye on Wii was a pain, Wario Land Shake it added features that made it frustrating, Donkey Kong Country had the same issues to the point I bought it on 3DS and finished it there. Skyward Sword was a huge improvement due to motion plus controls, vs Twilight Princess where it was hit or miss. I played and have both versions of Twilight Princess, and prefer the Gamecube over Wii. But again, that is my opinion and people can enjoy whatever they want. Like I can stop that or would want to.

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  • 1396 points
    penduin says...

    Only time will tell what Aonuma’s “twists” are, but I would really enjoy these:

    One big interconnected underworld as well as overworld. Getting a peek at other caves and dungeons before you reach them, or finding shortcuts between them, or breaking down the traditional concept of what is and isn’t a dungeon altogether would be great fun.

    New roadblocks and shortcuts as results of damage from the sort of monster chases/battles we saw so very long ago. Most Zelda games show caves you’ve bombed open, doors you’ve unlocked, etc, but seeing radical changes to the landscape as collateral damage from fights you’ve had would feel grand.

    Combining those ideas into having sections of caves and dungeons collapse and break up the surface is probably a bit much to hope for, but would sure be cool. :^)

    Thumb up 1
    • 0 points
      says...

      Those all sound like good ideas, hope some are in the game itself. I hope the twist the article mentions doesn’t end up being something like an online or multiplayer game only. That would suck big time. I just want a single player Zelda, with perhaps an option for other players to be in your game world at the same time as you are. That might be cool, but I don’t want to pay to have to do that. No thanks.

      Thumb up 0

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