Iwata Asks: More Skyward Sword Details

I’m starting to love the Iwata Asks articles, not because of the awkward spontaneous laughing, but the amount of interesting details they keep revealing about games…

  • Unique “transformation system” used for the desert, so the team made three separate areas
  • The desert becomes a sea
  • You’ll need to use a boat once this happens
  • The dungeon you head into is a stage set on a ship drifting around a desert sea
  • Staff wanted to make the desert have gameplay that was of contrast
  • Early on, the team researched/experimented making use of the Wii’s capabilities so players could go back/forth between the past/future in an instant, wherever and whenever they wanted
  • Transformation system was a result of the experiment the team did for gameplay with contrast in the desert
  • Cut through space and that becomes the past
  • Strike a Timeshift Shone in the desert to turn the present into the past in a widening circle
  • In the present, Link is in a desert region, with an ancient civilization lying underneath all the quicksand
  • Hitting the Timeshift Stone reveals the civilization
  • If you make a broken cart move after the transformation, you can’t use it in the present but when you return to the past, it work  Characters/enemies in the desert area have robots running on electricity
  • Team wondered if they would call it electricity in the Zelda world
  • Tried to avoid a robot design that would look too mechanical
  • Hesitation to put in anything mechanical originally
  • The robots don’t seem out of place; Fujibayashi believes this is because of the designers’ skill
  • Designers tried to give the robots a softer appearance
  • There are puzzles you can’t see when you’re walking around in the present
  • You’ll get an ancient map, so you understand how that area was long ago
  • Then you overlap the present circumstances onto that
  • Can’t advance into certain places due to the quicksand; ancient map shows there are ruins hidden underneath
  • Map serves as a hint for making progress
  • For the second desert area, Fujino thought of using Dowsing for something on the move rather than elements that stay still early on in the game
  • This led to his thinking of using a big ship roving the seas and the player has to search for it
  • Transformation system is vast in scope
  • Takemura believed they could make a whole game out of the transformation system
  • Third area may have the most transformation gameplay
  • Two sets of data made for everything due to the system
  • Use Wii MotionPlus in special ways to solve mechanisms in the desert
  • Twist things and insert them
  • Enemies are used to help solve puzzles
  • Ampilus enemy appears in the desert
  • There was a ton of material, so the team decided to structure the desert into three areas
  • There is a building important to the story in the desert
  • The desert as a whole is the scene of a big turning point within the story
  • It’s also a level up in swordplay, item use, and puzzle-solving

[Source]

Join the club!

Video interviews, reviews, game news, and pure fandom - be the first to know!

Leave a Comment