In 2003, Nintendo announced that a new Zelda game was underway for the GameCube, developed by the same team that created the cel-shaded The Wind Waker. A presentation by director Eiji Aonuma contained a reference to the working title The Wind Waker 2, and it was said to use a similar graphical style. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because the cartoon appearance created the image that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to fellow designer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. In turn, Miyamoto was concerned about merely changing the presentation instead of coming up with new gameplay ideas. He told Aonuma that he should start by doing what could not be done in The Legend of Zelda: Ocarina of Time, particularly horseback combat. In four months, Aonuma's team had created the horseback mechanic with a realistic presentation, which Nintendo was able to reveal to the public with a trailer at E3 2004. The game was scheduled to be released in 2005 and was no longer a sequel to The Wind Waker. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older Link.
Past Zelda games have used a theme of two separate, yet connected worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time and Oracle of Ages, Link travels between two different time periods. The Zelda team sought to use this same concept. It was suggested that Link turn into a wolf, much like he turned into a rabbit in the Dark World of A Link to the Past. Aonuma left his team to continue work on the new idea while he directed The Legend of Zelda: The Minish Cap for the Game Boy Advance. When he returned, he found his team struggling. By emphasising the two worlds and wolf transformation, the realistic Link was lacking. Aonuma also felt that the gameplay lacked the innovation of Phantom Hourglass, which was being developed with a touch-controlled interface for the Nintendo DS. At same time, the Wii was under development with the code name Revolution. Miyamoto thought that the Revolution's pointing interface was well suited for arrow aiming in Zelda, and suggested that Aonuma consider using it.
I have to say that since the release, it didn't seem to get much on the commercials. Personally, I think all commercials for the Wii are so horribly made, it just focuses on the controller and not the game itself.
dinmagic 2 years ago 4
@dinmagic Exactly.
cheesemanreborn 1 year ago