TORONTO: Wii U has announced to release The Legend of Zelda in 2015 but the date is not yet announced. Whether it be mask morphing or riding the skyline on a giant bird, the Big N always delivers enticing new mechanics. Over the years I’ve created the perfect Zelda game in my mind, although I’ve never been able to put it down on paper. Today, that changes; well, sort of.
Speaking to Game Informer about why he is part of the “Zelda” team in the first place, Aonuma said, “Perhaps it was because I had been so influenced by my recent playthrough of A Link to the Past, but it was something Mr. Miyamoto noticed in the work I had been doing. He said, ‘You know, if you want to make a Zelda game maybe you should just come over to that team and make a Zelda game.’ That is when I joined the Zelda team that produced Ocarina of Time.”
He also hinted that the development of the latest title’s vast kingdom of Hyrule and its open world gameplay definitely deviates from past installments in the series, although these changes were what he originally envisioned for “Zelda” games. He intends for the latest title to go back to its original “Zelda” roots, where players can explore the world wherever and whenever they want, and can enter areas from any direction.
He said, “The moment the player starts to think about where they want to go, how they will get there, and what they will do once they arrive.”
Conventions about a somewhat-open world gameplay have already been attempted in past installments, most notably “A Link to the Past” and “A Link Between Worlds,” although they still followed linear gameplay. Aonuma hopes that in this latest title, gamers would appreciate the vast world and explore more of Hyrule than what was intended for the game’s storyline.






