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Author Topic: New Skyward Sword Story Details  (Read 360 times)
Offline hisak

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« on: July 23, 2011 »

From Nintendo Power's interview with Aonuma.

Some highlights:

How would you characterize the game’s story?

As far as the story itself is concerned, one big point that makes it a very different experience is that in most Zelda games, the Master Sword has been something that Link seeks out, finds, and uses to destroy Gannon.  This time around, it’s more centered on the creation of the Master Sword–the way it was born, so to speak.  Link kind of forges it along the way.  It’s more centered on that, which is a different pattern than we have had in a lot of ways.

Is there any significance to Zelda’s harp?  Is it the same harp that Sheik has in Ocarina of Time?

This time around, the harp comes into Link’s hands during the course of the game and is used to help the player find something important.  You actually need to play the harp to use it, so to speak.  The design is the same as the harp that Sheik has in Ocarina of Time.

Is it safe to say that the harp is the game’s musical component?

Yes, the harp is sort of the central instrument hat you’ll see this time.  With a lot of previous Zelda games it has been about inputting specific notes to compose things.  Given the nature of what a harp is, and the fact that it’s an instrument that one strums, this time we’re using the Wii MotionPlus to really make it based on the rhythm of strumming to get across the musical element.

Where does Skyward Sword fall in the timeline?  Does it come between Minish Cap and Ocarina of Time?

Well, calling it the first Zelda might sort of box me in, but what I would like to say is that it does come before Ocarina of Time.

That probably means we won’t be seeing Ganon then, right?

Yes, that’s right.  Ganon typically appears in a Zelda game when the story is centered around the Triforce.  This time around, the Triforce sort of takes on a different meaning and plays a different role in the story.  So because of that, Ganon will not appear.

When it comes to the birds, will you be riding them more than just in the race minigame that’s been shown?  Will they be a form of transportation?

No, the birds aren’t just for racing in this game.  In the context of the story, Link lives in this world above the clouds, but eventually has to dip below to the surface world in order to move things forward.  So [the birds] are a key to accessing those areas.  In addition to that, there’s a vast world above the clouds as well–little islands floating in the sky all over the place that you can explore, and there are events and scenarios that play out there as well, which are accessed by riding your bird.  But one thing I’d like to emphasize is, when you think about it–for example, how Spirit Tracks had the train and Wind Waker had the boat you rode around in–there’s a lot of stuff that happens when you’re in transit.   [The Bird is] sort of a new form of that mechanic in that it’s a vehicle that allows you to do other things and takes you to other places.
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Offline Be_yourself

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« #1 on: July 24, 2011 »

I like how much emphasis they're putting on the sky.  Apparantly there are going to be many events occuring in the sky, it sounds like its quite expansive. 

Also from what i've been hearing recently i'm getting the feeling that the underworld(hyrule) is not completely puzzles and dungeon exploration, it seems there will be people and only some dungeon elements down there.  I got this impression mainly from the recent Bill trinen interview.  Initially i was expecting it to be almost metrodian, whilst i won't complain if it is metrodian, i would prefer some life in the overworld and some freedom.

I'm getting to dig Ghirahim as well, i want to know what this guy is about!
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Offline hisak

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« #2 on: July 24, 2011 »

ZeldaInformer has more of the interview available. He talks about differentiating handheld and console Zeldas and possibilities with the Wii U.

Initially i was expecting it to be almost metrodian, whilst i won't complain if it is metrodian, i would prefer some life in the overworld and some freedom.

It depends on what you mean by "Metroidian," but you can have a dense exploration-heavy overworld that also has a lot of towns and characters. I also wouldn't be surprised if there were fewer dungeons in this game than in Twilight Princess if the overworld turns out the way they're making it sound.
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Offline Be_yourself

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« #3 on: July 24, 2011 »

By "Metroidian" i meant it was basically one big abandoned dungeon, instead of the usual RPG style Zelda overworlds.  To be more precise, the worlds in metroid i think are a series of puzzles/a collection of puzzles, and are often quite isolated with NPC interaction being non-existent, Whilst 3D Zelda overworlds are based around the NPCs and story events occuring within the world and travel is not restricted by obstacles or puzzles often.

But recently with the reveal of the Goron, some of Aonuma's comments about how eventful the world in the sky is and how Skyloft is similar to Clock town and Trinen's comment that only some of the dungeon style play will appear in the overworld(a very vague and undefinate statement) has made me think that perhaps the world beneath the sky will not be as isolated as i thought. 

Although, i'm not expecting to see any villages in the world beneath the sky. Which is a bit sad, i like villages and the RPG elements that Zelda has, but i think they will be present in a different way.
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Offline DarkLink

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« #4 on: July 24, 2011 »

I think that either way they take this could be interesting. they've set it up to a point where it wouldnt matter what hyrule turned out to be in terms of dungeons or a more social area, itd probably be interesting either way. the fact that hyrule isnt the center of attention and that there seems to be a world that came before hyrule is a big step and opens many storyline crossroads. Anxious to see how this turns out.
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Goom Gramps
Offline hisak

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« #5 on: July 24, 2011 »

By "Metroidian" i meant it was basically one big abandoned dungeon, instead of the usual RPG style Zelda overworlds.  To be more precise, the worlds in metroid i think are a series of puzzles/a collection of puzzles, and are often quite isolated with NPC interaction being non-existent, Whilst 3D Zelda overworlds are based around the NPCs and story events occuring within the world and travel is not restricted by obstacles or puzzles often.

Well, it seemed to me that the dungeons would still be separate from the overworld, but the overworld design would feel more dungeon-like. They can still have this type of structure without it being completely free of towns and characters. I never got the sense that they were trying to recreate Metroid's atmosphere.
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Offline Be_yourself

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« #6 on: July 25, 2011 »

I'm not to fussed as to which way it turns out RE dungeon/field balance. 

I'm liking the look of Ghirahim, although i wonder about how others will recieve him, as to me i can see a lot of similarities between him and Zant, and whilst i didn't mind Zants zany antics many others did.

What i really want to hear more about is the Siren realm and how its gameplay works, the story i'm happy to be kept in the dark about.  The Siren realm is the only thing i have heard about this game that i don't like, it looks just like the Wolf sections in Twilight princess, which i found to be increadibly dull and frustratingly constricting.   when i'm playing Zelda i like to be Link and to have my items and to solve puzzles that way.
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