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Miyamoto comments on Twilight Princess, Galaxy, Punch-Out and more

Guybrush Threepwood said:
Miyamoto was disappointed by Twilight Princess, now all you fanboys can come out of the closet.

He was disappointed with its conservative approach...I don't believe ANYONE has EVER denied that Twilight Princess was basically the Zelda team's attempt to make a better Ocarina of Time (which they accomplished, in my opinion...)
 
With DSi there’s a couple of things. One is just the DSi music player. It’s almost kind of silly. While you’re listening to your audio tracks you can sit there — and we haven’t really talked about it a lot — but you can press the buttons and play drums along with the music you’re listening to. Or even the way you can speed it up and slow down independently of pitch. Those are two things that I think are very neat. And also the Memo Pad software that I mentioned earlier on is something that I think when they get their hands on it, people will be very impressed by. With DSi we’ve really tried to create in a way that makes the system feels much more personal to you. So rather than a system that is shared by many people, it’s something that everybody would want to have their own system. And I think with some of the elements we’ve included I think it’s done a good job of becoming this personal tool that people will continue to use.

Translation - we want everyone to buy their own DS.
 
nincompoop said:
I've been playing through TP again and I can't say it really feels like anything is missing at all, it really is everything a true Zelda fan can hope for in a Zelda game, even if it's detractors can't admit it for some reason. I agree with his SMG comment though, the whole "run around collecting/killing everything on the current planetoid so that the game lets you launch to the next planetoid" elements which were present in almost every level felt really stale.

So Zelda isnt stale but Mario is? Oh and things like the annoy 30 minutes starting tutorial shit, or the half assed wolf mechanics were not what I want in my Zelda. Awesome Mario platforming it cool environments with most of the bullshit cut out is what I want in Mario. My one real complaint about Mario Galaxy is the bullshit unskippable opening
 
TP was way too conservative in my opinion. Zelda as a series seems like a iterative remake series... LttP-OoT-TP felt like the same game to me. Obviously most people will disagree so I don't expect any change really. Be kind of cool if they went out on a limb and made a different type of game with the Zelda series, ala LA and MM... or even WW.

Sadly the Zelda brand may be too big, and Nintendo probably doesn't want to take a chance with it.
 
Miyamoto: "Whereas it sounds like there’s not a whole lot in the realm of the RPG or in the realm of the adventure game where there’s an amazing new fresh gameplay element that’s been introduced. Would you say that’s right?"

is he suggesting that Nintendo's got some plans here? It almost seems like a wink-wink kind of comment, though it's hard to tell in text, and probably also in translation.
 
Brobzoid said:
Sadly the Zelda brand may be too big, and Nintendo probably doesn't want to take a chance with it.

They did with Wind Waker, and everyone whined about it...Then they decided to make everyone happy by making a new Ocarina of Time, which.......made everyone whine even MORE...I think they'll just do what they damn feel like now...
 
I can't believe people are complaining about the hub world. I mean, not that I think there couldn't be ways around it, but I hardly think that not having a hub world is the cure to conservatism that people are expecting.

HK-47 said:
I hate people who cling to innovation as the be all end all just like graphics. A good game is a good game, usually more do to polishing mechanics than making new ones.

Totally agree with this, though. You don't need to re-invent the wheel every time. But hey, that's just me, and I subscribe to the "If it ain't broke, don't fucking fix it!" mindset.
 
RockmanWhore said:
I think they should just try to think of a new way to arrange levels. Why making a hub if there's nothing to do there? Why classing planets in galaxies if they don't make any sense? It just make it confusing to look for a specific planet. Why putting 3 stars per level when you every time you enter a level, you can only get a said star?

Those things made sense in Mario 64, exploring the castle was awesome (and there were the switch and some secret stars to search), the levels were open, so it made sense to have multiple stars in there. In Mario Galaxy, it just seems they had tons of cool level and they tried to tie them without giving any thought.

Nothing game breaking of course, but it shows that they just relied on the Mario 64 canvas without giving any thought.

No, making Galaxy like 64 is the wrong way to go. The fact that the level would often have 3-4 arrangements, one for each star, made them interesting. Going through the same large environment just to add the ability to choose stars isnt the right way. Just have all stars save challenge stars selectable from the outset
 
Miyamoto only said that certain things felt conservative, not the whole game.

Also, I'd like Mario Galaxy 2 (if that's what it turns out to be) to be more non-linear. That is, let the player choose the path they take through space, and let the player freely roam around space rather than being stuck in a planet's orbit and rocketing through space in between them.
 
Akai said:
They did with Wind Waker, and everyone whined about it...Then they decided to make everyone happy by making a new Ocarina of Time, which.......made everyone whine even MORE...I think they'll just do what they damn feel like now...

Well that resulted in PH. So I feel we are fucking anyway...
 
Guled said:
you guys give him too much credet, if you want to praise the guy behind TP and MG praise Yoshiaki Koizumi and Eiji Aonuma instead.

I also agree with this. Miyamoto is a fine game maker, but he just one guy out of many now. All hail Koizumi!
 
A Link to the Snitch said:
Miyamoto only said that certain things felt conservative, not the whole game.

Also, I'd like Mario Galaxy 2 (if that's what it turns out to be) to be more non-linear. That is, let the player choose the path they take through space, and let the player freely roam around space rather than being stuck in a planet's orbit and rocketing through space in between them.

I feel that makes for a looser experiance, compared to the tight challenges of Galaxy. It would defeat the platforming aspect to just float willynilly through space
 
HK-47 said:
I feel that makes for a looser experiance, compared to the tight challenges of Galaxy. It would defeat the platforming aspect to just float willynilly through space

A freer experience perhaps. Just because you're floating through space doesn't mean that you're floating "willynilly" through it. There could still be tight challenges and such, and such a feature could allow experienced players to go off the beaten path and find a secret star or something of that sort, while less experienced players could stick to the set paths.
 
Brobzoid said:
TP was way too conservative in my opinion. Zelda as a series seems like a iterative remake series... LttP-OoT-TP felt like the same game to me. Obviously most people will disagree so I don't expect any change really. Be kind of cool if they went out on a limb and made a different type of game with the Zelda series, ala LA and MM... or even WW.

I hate to sound like a broken record, but they did make this dream game in the vein of those games. It was released on the DS a while ago, damn it!
 
A Link to the Snitch said:
A freer experience perhaps. Just because you're floating through space doesn't mean that you're floating "willynilly" through it. There could still be tight challenges and such, and such a feature could allow experienced players to go off the beaten path and find a secret star or something of that sort, while less experienced players could stick to the set paths.

And that would done better by sticking to gravity puzzles and not a flight game. A flight cap is fine, but even then if it runs out your left dead in the middle of nowhere, or just dead. It worked better in 64
 
Akai said:
They did with Wind Waker, and everyone whined about it...Then they decided to make everyone happy by making a new Ocarina of Time, which.......made everyone whine even MORE...I think they'll just do what they damn feel like now...
In the big picture I don't think TP was received as negatively as WW. And the negative feedback from WW they we got PH on DS, which in my opinion was an attempt to please everyone, which is not what I want them to be doing. They shouldn't really give a shit about what people say. That's what you do when you are trying to sell a product. I'd rather they'd make the game as a creative project first then focus on selling it afterward.
I don't know why they made that cross-bow shooting game though.... Maybe they thought the O.G.s wanted a shooting game and they would sell more with a recognizable IP?


edit:
Oblivion said:
I hate to sound like a broken record, but they did make this dream game in the vein of those games. It was released on the DS a while ago, damn it!

yeah.... Didn't really care for that. having to return to the master dungeon all the time nearly made me snap my DS in two.
 
Oblivion said:
I hate to sound like a broken record, but they did make this dream game in the vein of those games. It was released on the DS a while ago, damn it!

What game was that? Cause it certainly wasnt Phantom Repeating Dungeon of WW Lite
 
I just wish Zelda had less bullshit in the beginning. That's what made LTTP so great. You jumped into the middle of the adventure and kicked ass. No training for a damn hour.
 
I want Galaxy 2 with some 3D bosses named:


koopalings7373.jpg




:(
 
PH may not have been liked, but it was different in many areas where those other Zelda spinoffs get praised for constantly.
 
GreenNight said:
I just wish Zelda had less bullshit in the beginning. That's what made LTTP so great. You jumped into the middle of the adventure and kicked ass. No training for a damn hour.

Umm same with most Zelda games not called TP...
 
Oblivion said:
PH may not have been liked, but it was different in many areas where those other Zelda spinoffs get praised for constantly.

It had touch controls and a markable map, but the same boring sailing as WW and one of the worst game design ideas ever....EVER
 
HK-47 said:
It had touch controls and a markable map, but the same boring sailing as WW and one of the worst game design ideas ever....EVER

Yes, but it also had no master sword, no Ganon and no Hyrule.
 
Oblivion said:
Yes, but it also had no master sword, no Ganon and no Hyrule.
well, alright I my only requirement was difference from the norm. I should have specified it with 'refreshing' or 'good', hell even 'interesting' would do. 'atrocious' just isn't my style.
 
Brobzoid said:
well, alright I my only requirement was difference from the norm. I should have specified it with 'refreshing' or 'good', hell even 'interesting' would do. 'atrocious' just isn't my style.

Hey, I dislike PH as much as the next guy. I was just trying to point out that people complain about Nintendo being too conservative, but they DO try lots of different things. Now whether you think that's a good thing or not, well it's up to the individual. But the point is, they do try more than people give them credit for. :)
 
stephentotilo said:
I'm glad you guys liked the interview. It certainly took a few unexpected turns!


Seriously great job, thanks for asking some of those questions ~







Also, the whole polish/SMG idea isn't downplaying the execution of what's in the game, just the lack of extension within it. There is no denying the SMG is as polished/fun as games get, but I can see areas (the hub in particular/extras) that could've been expanded. I don't think he was talking about the core gameplay, or at least I hope not. SMG is so ripe for experimentation and its design was catered to that idea.

Zelda TP was an awesome game but I think the 'something missing' is the staleness some feel after playing another game using the same formula. The departure was not nearly enough from the ideas presented in OoT and the game suffered for it. Still love it MUCH.
 
Miyamoto rules, but no way in hell was Galaxy too "conservative". It was actually a bit absurd in regards to level design. I remember my cousin seeing me in Gusty Garden Galaxy, saying "What the fuck? Why the hell is Mario walking on a giant apple? That's just stupid."

...I'm not saying my cousin is right, but the fact remains that some people may have found it off-putting.

KTallguy said:
My limited time with Wii Music hasn't convinced me that it's any more than a noisemaker.
I think that the game is held back by the limitations of the system and the controller.
What in the fucking fuck is the matter with you? Why did you bring up Wii Music, that's like saying "bomb" on an airplane. I swear to God, if this thread turns into a Wii Music bitch fest I will slap you with my cock.
 
Oblivion said:
Yes, but it also had no master sword, no Ganon and no Hyrule.

I'll take the lovable cliches I grew up with over horribly misguided new mechanics anyday. I would rather they had used another light/dark mechanic than have Temple of the Ocean King

The mechanic has to be good, which is why innovation is overrated sometimes. Also I preferred they actually attempted a real story with the MS and Ganon then do another forehead smacking Zelda is kidnapped in the most ridiculous way yet adventure. Hell let us play as Zelda/Tetra/Sheik sometimes. Now that could be interesting. Repeating dungeons and on rails sailing is not what I was looking for.
 
Oblivion said:
Hey, I dislike PH as much as the next guy. I was just trying to point out that people complain about Nintendo being too conservative, but they DO try lots of different things. Now whether you think that's a good thing or not, well it's up to the individual. But the point is, they do try more than people give them credit for. :)
well, I always assumed they put thought into LA and MM to make them different and good, but they might just have a pool of manatees in their design department that does the riskier titles...
 
Brobzoid said:
well, I always assumed they put thought into LA and MM to make them different and good, but they might just have a pool of manatees in their design department that does the riskier titles...

Too bad South Park wasted that idea already, though it was on a far better target
 
Pseudo_Sam said:
Miyamoto rules, but no way in hell was Galaxy too "conservative". It was actually a bit absurd in regards to level design. I remember my cousin seeing me in Gusty Garden Galaxy, saying "What the fuck? Why the hell is Mario walking on a giant apple? That's just stupid."

...I'm not saying my cousin is right, but the fact remains that some people may have found it off-putting.
Fuck those people
 
ShockingAlberto said:
Fuck those people

I want a whole full 6-8 star galaxies for some of the ideas they just threw in there as extras. I would totally welcome more Sweet Sweet, Bouy Base or Matter Splatter in a sequel. Of course the whiners and the reviews would hammer that for lack of innovation...
 
HK-47 said:
And that would done better by sticking to gravity puzzles and not a flight game. A flight cap is fine, but even then if it runs out your left dead in the middle of nowhere, or just dead. It worked better in 64

There can be visible stars, planets, and other assorted space junk to indicate that there's something out there, and black holes scattered around. I don't see why Mario being able to free-float is a problem - it's not like the space Mario has access to has to be barren. The simple solution to any redundancy is to put a lot of content throughout the space, and provide a map showing where the dead ends begin. Make it so that the player is aware of where he or she may go, and also reward the player for going to a certain spot.

Another concept is the ability to search for planets without having to find them once before, such as through a telescope, and then make the trip to that planet.
 
birdchili said:
Miyamoto: "Whereas it sounds like there’s not a whole lot in the realm of the RPG or in the realm of the adventure game where there’s an amazing new fresh gameplay element that’s been introduced. Would you say that’s right?"

is he suggesting that Nintendo's got some plans here? It almost seems like a wink-wink kind of comment, though it's hard to tell in text, and probably also in translation.

Monolith Soft Matsuno's game confirmed!
 
Maybe its because I only played the first 2-3 hours worth of Galaxy, and maybe there's more variety and crazy-awesomeness later on that I don't know about, but if what I saw in those first 2-3 hours are simply minorly altered as the levels progressive, while retaining the same game mechanics, then I can understand what Miyamoto means by his comment on "conservative design."

If you think about it, gravity-based games have existed even since the NES era, so there's nothing really new there. Rounded platforming levels is neat, but already done before as well. Then you have the puzzle platform levels, which Sunshine did.

I was really expecting the gameplay to blow me away, but instead, it was just making extensive use of the wii controls, and that was more or less it.

His comment on TP also makes sense, since while it was a brilliant game, it was definitely missing something. Even at the 50 hour mark, I felt like I was missing something. I think they needed one more dungeon or something (or at least, that's how it felt, IMO).

And the ending didn't help, either.

Reading the article, I'm disappointed that he didn't ask more on Miyamoto's opinions on hardcore games, or expand on at least Portal. Seems like a lost opportunity, since it looks like he showed interest.
 
Darkpen said:
Maybe its because I only played the first 2-3 hours worth of Galaxy, and maybe there's more variety and crazy-awesomeness later on that I don't know about, but if what I saw in those first 2-3 hours are simply minorly altered as the levels progressive, while retaining the same game mechanics, then I can understand what Miyamoto means by his comment on "conservative design."

If you think about it, gravity-based games have existed even since the NES era, so there's nothing really new there. Rounded platforming levels is neat, but already done before as well. Then you have the puzzle platform levels, which Sunshine did.

I was really expecting the gameplay to blow me away, but instead, it was just making extensive use of the wii controls, and that was more or less it.

His comment on TP also makes sense, since while it was a brilliant game, it was definitely missing something. Even at the 50 hour mark, I felt like I was missing something. I think they needed one more dungeon or something (or at least, that's how it felt, IMO).

And the ending didn't help, either.

Reading the article, I'm disappointed that he didn't ask more on Miyamoto's opinions on hardcore games, or expand on at least Portal. Seems like a lost opportunity, since it looks like he showed interest.

Yeah you need to play Galaxy more. I dont think another platform can compare on level design. Certainly no 3D one
 
I'm glad Miyamoto realizes that Twilight Princess was missing something. This fills me with hope, but then again, didn't he praise Phantom Hourglass--the worst Nintendo game I've ever played?
 
KeeSomething said:
I'm glad Miyamoto realizes that Twilight Princess was missing something. This fills me with hope, but then again, didn't he praise Phantom Hourglass--the worst Nintendo game ever made?

The worse Zelda sure. The worst game they have ever made? Hardly
 
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