Tom Harlin, Nintendo of
America: I'd like to begin by introducing our speakers. This is
my co-host, Bill Trinen from Nintendo of America. He will serve as the
translator for this event. Next we have someone that needs no
introduction, Mr. Miyamoto. Beside him is Mr. Tezuka, and Mr. Konno. They
will each start by giving a small introduction about essentially who they
are and their work at Nintendo. We'll start with Mr. Miyamoto.
Shigeru Miyamoto: Good
evening. I'll be speaking Japanese tonight. [laughs]. I would like to
thank so many of you for joining us here tonight. Mostly we're going to be
talking about the Nintendo DS and the new Zelda game. But first there's
something I'd like to clear up. I've heard that some of you have heard
that my heart is doing so well these days. Is there a rumor going around?
[Laughs] There are rumors going around that I've actually quit Nintendo?
At least, that's the rumor going on over in Japan right now. [laughs] At
the hotel yesterday I had a good kilometer swim, and my heart's doing
fine, so you don't need to worry.
Actually, things are really going great for me, I'm
really enjoying work and a part of a great situation at Nintendo. My work
has been divided up a little bit recently. And I'm sure you all know that
the president Mr. Iwata has been in development for some time and last
year he has been taking a look at Nintendo's internal development and made
some changes to our structure. We've been trying to break up the molds of
all of our producers at Nintendo.
We
have our own internal first party development studio. We also have second
party development studios which are games that are developed outside of
Nintendo but published by Nintendo. We also have games produced by third
parties. We've seen the number of second party developed titles increase
dramatically. And because of that increase in second party development,
the number of titles I was overseeing had increased as well. And every day
I'd get countless documents on my desk that I'd have to put my stamp of
approval on just to disperse money to our second parties. [laughs] So, as
of last year I have been put in charge of first party content exclusively.
And that's where my focus is now. We've also opened an EAD studio in
Tokyo. That studio has been responsible for Donkey
Kong Jungle Beat which is available for play on the show floor.
So
I'm in a great environment now and have a great setup because I work
directly with a lot of the Nintendo DS tech demos on the show floor today.
I am
overseeing Zelda in its entirety, in a sense. Mr. Aonuma is the producer.
I think that if you have questions about Zelda you should perhaps not ask
me, but Mr. Aonuma.
Just
very quickly though, as for the reason why Link has changed, there were
very, very, very, very many people out there who wanted Link to change
[laughs]. Also there's another reason and that's that in developing the
Wind Waker we know that we were going to be creating a game in which Link
was a young boy and trying to create a very active and very energetic
young boy and trying to choose the right style for portraying the young
boy in a game like that we tried many different experiments. The ultimate
decision we came to was that the cel-shading in Wind Waker was the best
option for expressing that. We also wanted to create a very unique game
world on the GameCube.
But
since then, we've been left with a very big question: and that was, what
are we going to do when we decide to make Link a teenager again -- a
16-year-old Link. So after Wind Waker we tried several different models
and made varied versions of them. Ultimately we decided that in showing a
teenage Link really the best style of expressing him would be something
that's closer to our graphical style in Ocarina of Time. So Mr. Aonuma
actually wasn't lying at the Game Developer's Conference when he said we
were working on Wind Waker 2. He just didn't tell the whole story. And
fortunately because he didn't tell the whole story, we were able to
surprise you all here with a big announcement about the series.
So
the rest I will leave up to Eiji Aonuma.
Eiji Aonuma: I'm sure all
of you saw the video of the new Legend of Zelda game at this point. One
thing that I'd like to point out to everybody is that none of that is CG.
It's all done in real-time and running on the [game] engine. That movie
was actually created by somebody who took a version of the game, played
it, videotaped and then cut the pieces together to make the movie.
One
more thing I'd like to point out. For a long time now -- ever since
Ocarina of Time -- Mr. Miyamoto has talked about how he'd like Link to be
able to fight on horseback so he could have mounted battle scenes with
Link swinging his sword. Unfortunately we were not able to do that in the
N64 games. And this time that's been a big focus for us with the new game
on GameCube. So I think in that sense, the fact that we're seeing Link on
horseback and swinging a sword, I think that's one more way in which Link
has matured. |