I posted this in the Zelda trailer thread too, but I think it is thread worthy as it is an interesting interview.
http://mmgn.com/wiiu/articles--hyrule-warriors-interview-aonuma-koinuma-and
http://mmgn.com/wiiu/articles--hyrule-warriors-interview-aonuma-koinuma-and
Mr. Hayashi: In Hyrule Warriors Princess Zelda is actually Queen Zelda. She has an army, as a Queen would, and Link is a trainee, but as the story unfolds the relationship between the two greatly changes.
With so many different playable characters, do players pick who they're playing as or do they automatically change as the story unfolds?
Mr. Koinuma: As you progress through the story, the characters unlock. So you're able to play with different characters as the story progresses and most of the stages have fixed characters, so you play with certain characters depending on the stages – but then there are some stages in which you can choose which character to play as.
Did that freedom lead to any unexpected surprises you never expected to see with Zelda characters?
Mr. Aonuma: Oh yeah! [laughs]
There were times when I saw things that exceeded even my imagination. In the same way the progress on development showed me a lot of surprises, and left me in awe, I think Zelda fans will experience the same feelings of surprise when they get to play Hyrule Warriors .
We haven't incorporated the more traditional puzzle-solving elements that fans are used to seeing in the Zelda universe. You know, the puzzles that tend to take more time and more thought to complete didn't really fit Dynasty Warriors . So we don't have the traditional puzzle-solving of Zelda , but there are puzzle-solving elements built upon the essence of Zelda puzzles, but it takes place in the expansive battlefield.
Mr. Hayashi: The basis is still the traditional Dynasty Warriors controls, but we have included essential Legend of Zelda controls like L-Targeting because we know Zelda players are going to want to target single enemies.
The button layout is for the most part the Dynasty Warriors control scheme, but per Mr. Aonuma's input, we made sure to include the essential Zelda control inputs.
As for the GamePad, because there are so many items, we made it possible using the touchscreen for players to choose those items, but you can also use the Control Pad to change items as well if you don't want to take your right hand away from the controls or move your hand off of the GamePad.