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**********************SPECIAL FEATURE**********************
Courtesy of TendoBox
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Nintendojo recently posted a feature story about what we should expect at Spaceworld. In there, they posted an interview with a Japanese magazine, NPZ. In here, formor NCL intern, Ken Otawa divulged some tidbits about the highly anticipated Zelda game that will be shown at Spaceworld. Here is a short transcript of the interview. Magazine: (We) realize that you worked closely around the Zelda GameCube project. Ken Otawa: Yes, that is true. Magazine: Are there any details about new features that will be available in the new title? KO: He (Miyamoto) has done some amazing things with the new Zelda title. Some of the big new innovations in the game play system revolve around the new controller. The biggest of these innovations by far is now players will control Link's sword and sword actions entirely with the C stick. Magazine: Care to elaborate? KO: Well, essentially players control Link's arm with the control stick, where they move it, his arm moves in a similar motion. Part of the game play will be learning tactics and combos that are utilized by way of the C-stick alone. This works into a heavy emphasis on sword fighting found in the new Zelda. Magazine: Sounds like a tough learning curve. KO: Well, his intentions for Luigi (Luigi’s Mansion) was to get players used to using both sticks at the same time. Like a training game. Magazine: Are those the only new game play features that utilize the new controller? KO: No, he has many special things in store, especially with the L and R. In the new Zelda there will be two different types of weapons, one will be simple weapons, that will be used by pressing the X and Y buttons, and others will be assigned to the L and R buttons, and will utilize the analog functions. These weapons include the Bow, the Sling Shot, and some other re-workings of old items, and some completely new ones that will become favorites. When you equip these items, the view goes into first person, much in the way it did in the N64 titles, which is the new Zelda's closest feature to those titles, and you use the analog triggers in a very interesting way, and you use the c-stick to control aiming. But I can’t get too in-depth with that. Magazine: You say this one is very different then the N64 titles, what about the targeting system? KO: The targeting system has been totally re-worked. And it works amazing. It is a lot easier to go from enemy to enemy and it flows a lot better, there is no more clunky shifting between different enemies. Magazine: Story? KO: I hate to say this, but there was no story at the moment. Ideas were being thrown around, but I would care to not comment on them. Magazine: Final comments on the new Zelda... KO: Yes, expect a truly cinematic experience, and game play that will change the way we play games forever. This new Zelda will definitely break a lot of new ground. There you have it boys and girls! The first ever Zelda details from a fairly reliable source. We will have to wait until the end of this month for Spaceworld 2001, where Zelda on GameCube will officially be shown for the first time in over a year! Until then, you must live with these details, which should be more than enough to satisfy your thirst for Miyamoto's new project.
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Shinji Mikami: "From now on, games aren't limited to graphics only -- a balance must be reached between fun gameplay and graphic enjoyment. I feel if it isn't like this, the media itself will be endangered. Among game systems focused on graphics, we're aiming to show Nintendo's philosophy of 'fun games'." Nintendo's own Shigeru Miyamoto was on-hand at the Capcom event, and he had his own comments about the new partnership, as follows: Shigeru Miyamoto "Games are supposed to be a media based on fun, but recently a lot of games have been released based on the graphic prowess alone. Because of this recent trend, some games have experienced the problem where after the game is completed the director feels the original themes are missing and is unable to fix them immediately. "The GameCube is a system that focuses on the idea of careful attention on the games. It's true that games now must be fancy, but that shouldn't distract from the enjoyment of the game. The importance of the director's hands-on involvement is a feeling that Mikami and I share together. "Multi platform development is also fine. But porting or remaking the games for other systems basically means the creator only needs to duplicate the game for the other system. I feel, from a business point of view it might be a good, but from the creator's point of view it isn't a good idea. This time, Mikami and Capcom expressed their wish to create the Biohazard series for Nintendo GameCube and we will provide them with full support. We welcome them to a new group of craftsmen." More as it develops.
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