We here are currently overstocked with Shigeru Miyamoto interviews, and we're passing the savings on to you!
http://gonintendo.com/viewstory.php?id=88054
Miyamoto: No, I don't think it's going to be that radically different. Accessible gameplay. Something that we're going to look at focusing within that 3-D realm is really highlighting the things that are important within the Zelda franchise--the actions that Link can take. I think it's easy to maybe overthink it because you're in that 3-D realm of all the different things you should be doing or try to be doing, and really what's important to understand is what's available to you, and just focus down on what's best suited for that rather than just trying to implement a whole bunch of different things.
Miyamoto: Every person's own individual experiences with the game should be unique and [be] their own sort of "My Zelda" experience, and I think that's super important, and we have to look at that when we're creating dungeons and how we can make that come true. So spending a lot of time concentrating our efforts in that area. But it's not going to become individual: "Hi, I'm this Zelda!" or "I'm this Zelda!" or "I'm this Link!" or whatever. The experience will be unique but within this world that we've defined.
http://gonintendo.com/viewstory.php?id=88041
“I don’t think it {The Art style of Zelda Wii-Mr Khan} is going to change dramatically. We are doing it on the Wii [console]. That being said, we can look at Twilight Princess - it was built to run on both GameCube and Wii, and this one will be running only on Wii, so I think there will be differences inherent to the fact that it’s only on this platform.” - Shigeru Miyamoto
http://gonintendo.com/viewstory.php?id=88055
Made by the old New Super Mario Bros team.
Miyamoto: We really didn't think about designing the courses or levels for multiplayer. They're designed for that single-player experience. But it's just fun to have more people playing together. We really didn't go out of our way to build anything specifically for multiplayer. I think the thing that we really had to focus on was kind of the opposite--we had a single-player mode, and all we had to do was make sure that within this level that it could be played with more. So we couldn't create anything that wouldn't allow us to put more than one character in there, and that was kind of tough. We've got that [auto-scrolling moving platform]--if you make that the normal size, of course, you can't get all four players on it; if you make it too big it's too easy. So looking at that, that's one of those things that we had to work on specifically because we have introduced multiplayer.
Miyamoto: Well, you did see the penguin suit, but what you didn't see was how the penguin suit lets you move in water. That's something we haven't shown anybody yet. And one thing that I was going to show people at the roundtable but I completely forgot to do was that once you freeze an enemy you can actually pick that enemy up and throw that ice blook. There are a lot of things that you can pick up and throw around, link [in] Super Mario Bros. 2.
This just makes me more curious to see something solid about the new Zelda. They're being so ambiguous

Monster Hunter: pissing me off since 2010.















