[size=+2]The Legend of Zelda: A Link Between Worlds - new intro details, dev team goals, less hand-holding[/size]
- Link is a blacksmith’s apprentice
- he’s continually late for work
- you're asked to deliver something to Kakariko village
“When we created Skyward Sword, by checking the internet and seeing comments people made about it, it came to mind that maybe the users have started to get bored with Zelda, the traditional Zelda. So we’d like to try and change that up. We thought then that it would be more important to implement a kind of hand-holding system, where users would always know what they were supposed to do. But maybe it’s different – perhaps it’s also fun to just get lost in the game and try to figure out what to do by themselves… I’m really happy that I’ve managed to release a game with new features and a uniqueness to it.”
- opening features Link's dream of princess Zelda being snatched away
- she is kidnapped by some nameless, looming, pig-shaped evil
- the dream leads him through the Hyrule Castle gardens to the bowels of the castle
- an errand quickly leads Link underground and into a dungeon that’s reminiscent of the secret passage between Hyrule Castle and the Sanctuary
- paintings in Hyrule Castle depict the events of Ocarina of Time
- Impa makes an appearance as an old woman
- Dampe the gravekeeper is alive, but may be a descendant
- old man Sahasrahla from Link to the Past returns
- Yuga shows up and begins turning the descendants of the Seven Sages into paintings
- the first dungeon teaches you the way Zelda works
- far less hand-holding
On not constantly giving the player hints
“Miyamoto and I feel the same about this. If players reach their goal easily, it’s not really a very exciting game. A game should be something where users try to solve the puzzles and try to overcome something and get a feeling of achievement from the experience. That’s more important.
But if it’s too difficult, if we don’t actually give enough hints to the users, then at some point they’re not going to be interested in playing the game anymore. So that balance is always important, between difficulty and hand-holding. There was a certain period [at Nintendo] where people thought that games should make it easier to progress and go forward. But Miyamoto and I think that’s not the core part of the fun of a game. Sometimes just getting lost in a game can be really good as well. We’d like the game to be [made] in a way that even for hardcore gamers, hints are sometimes available. What’s important is making that selection of options available.”