Wakai: That expression of glue-like substances was also perfect from a sound design perspective because it was easy to translate into sound in real life. Takizawa: Did I just get called out…?! (Laughs) But I’m pretty sure that was the most obvious way to express whether the objects are attached or not. You can create a spear that looks like the Grim Reaper’s scythe, for example.Īonuma: But you see what looks like glue bulging out in between the attached objects, right? At first, I was shocked and thought, “What?! Are we really going with this?” (Laughs) Our staff worked hard to make special adjustments to each item to ensure players wouldn’t be disappointed and think, “This isn’t what I expected…” Thanks to their efforts, we developed lots of attractive weapons that could be created with the Fuse ability. Takizawa: Not only can you attach objects with the Ultrahand ability, but you can also build weapons with the Fuse ability, so the variety of combinations is truly massive. I want players to experiment with lots of combinations and find their favorite. Watching Aonuma-san’s gameplay video, it was intuitive and easy to understand what you can do by attaching things.ĭohta: The object-to-object combinations are something our designers and programmers put a lot of effort into adjusting because of the sheer number of variations. I see, so the idea of attaching objects together to create something was present from the early stages of development. Various audio-visual elements, it seems, were implemented to make Ultrahand more “ Zelda-like:” This was how we came up with the idea of creating vehicles with the Ultrahand ability in this title. (Laughs) By showing these ideas, I proposed that if Link had the ability to attach things together, we could create this new kind of gameplay using materials we already had available. By assembling stone slabs into a gun barrel and using a Remote Bomb, I also created a cannon that shoots Ancient Spheres. I also made a paddle steamer by attaching boards to those self-rotating cog wheels. (Laughs) In particular, one of the things that sets this title apart, the fun of attaching objects to each other, was something that Fujibayashi-san brought up in the early stages of development, saying, “This is the gameplay I want to implement in the sequel!”įujibayashi: Back then, I tried creating vehicles using only the mechanisms and parts available in the previous game and presented them.įor instance, I used spinning cog wheels as tires and attached four of them to a board to create a car. You’d be wrong if you thought the abilities were the same as before. But when you say they have been completely redesigned, do you mean all his abilities are different?Īonuma: Yes, they are all new. Link’s abilities shown in Aonuma-san’s recent gameplay video were completely new and different from those of the last game.
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