Why is skyward sword cel shaded




















After that, there was a time when I didn't play video games very much, but when The Legend of Zelda: Ocarina of Time came out for the Nintendo 64 system, a friend said, "It's really cool! I had never played a 3D game before, so I was shocked.

I got totally into that world and played around with all sorts of things. For example, if there was a tree, I would run into it or strike it with the sword, and talk to the townspeople all the time, and if I found a Sheikah Stone, I would send it flying for no reason!

Hirono: As development went along, the characters would gain backgrounds and have more life breathed into them. I was surprised, like, "Oh, so that's how you make them! Like Marunami-san and Hosaka-san said, cuteness is a good hook. Hirono: Yes! Iwata: That's interesting. I asked about your experiences playing past Legend of Zelda games, and you mention, for example, how fun it was to launch Sheikah Stones! Iwata: The Legend of Zelda is a game about using a sword to fight horrible monsters, but not a single one of you said anything like, "Beating a tough monster felt so good!

Iwata: At first, you receive vague requests, but in the end, they turn out so rich. I'm interested in that. Hirono: When I became involved with this project, the landforms weren't done yet, so, for example, when I thought about Zelda's outfit, the setting was the sky, so I thought, "Red is good to set against the blue sky. Hirono: And there's bird-riding, so I would imagine all sorts of things like, "Flowing cloaks would be cool," and, since Skyloft is up high, "The climate must be cool.

Hirono: Yeah! Hirono: He is an opponent for sword battle, and a Demon Lord who has some sort of objective, and his personality was a little affected and vain. He's an important character, but I didn't have any more details, so we all threw out ideas and solidified his image. Design-wise, the opinion arose that if there is a shape to serve as a symbol of a character, that character will make a stronger impression, so he turned out with a design that features lots of diamond shapes.

And we adopted that not just for his outfit, but for his effects, too. Marunami: And like we mentioned earlier, the people in charge of the cinematic scenes and script added as many ideas as they could.

Hosaka: We all joined forces, and something like "It moves in a weird, wriggly way," that just existed in a written form was worked on by those who draw the storyboards and changed into pictures of better quality. Hirono: And someone in charge of enemies said he wanted Ghirahim to slither out his tongue in order to emphasize his creepiness. So we even had to include his tongue in his bone structure and so forth. Hisada: And the sound staff really got into it, saying, "We want his voice to be more like this!

Hisada: As a result, we ended up having him all in tights, coming out like this making a pose like Ghirahim when he appears , laughing loudly like, "Mwa ha ha…" laughs.

Marunami: The result of everyone joining forces was that he turned into such an intense character. Hirono: I believe so. He appears several times and his dialogue is distinctive, so I hope people will have a good time fighting him. Iwata: I see. I'd like to ask Hosaka-san, who was involved with planning, about something different.

You worked on the volcano. What themes did you begin working with? Iwata: In other words, you thought of volcano gameplay for players who have already been through it the first time and learned the basics. They've already struggled and eventually learned how to beat a strong opponent the first time, so I was told things like, "Have a bunch of normal enemies appear," and "Instead, make a new enemy to appear.

Iwata: That way of putting forth requests is interesting, too. When you hear things like that, how do you begin thinking about it? Hosaka: First, I write up as many kind of gameplay as I can think of using items that you get in the dungeon.

Then, rearranging them like puzzle pieces, I thought up a flow of gameplay, like once you've mastered these basics, then you can use it over here.

But in thinking about the dungeon, there was something that I was particular about. There was a place where every now and then a rock would fall down and lots of scary opponents would rush to attack, and Link, as small as he is, would wade in alone. Hosaka: Exactly. I know I can't do it. He does have this great goal of rescuing Zelda, but if it were me, I would get irked along the way. So then I had him get help from characters who appear in the dungeon.

Hosaka: A race called the Mogma live at the volcano. We put in something where Link uses an item to play with those guys. Hosaka: firmly That's right. If you play with the Mogma and succeed, they're like, "You're great! Hosaka: And if you fight and beat a strong enemy, they're like raising one hand , "Ooh! Well done! Hisada: I can really understand that. Hisada: But if a character had been nearby to say, kindly "You can do it! Just look closely," then I might have noticed.

Iwata: If someone had encouraged you, you would have noticed the hole and found the courage to jump down. So I can really understand why Hosaka-san made a dungeon that cheers for you like that.

Hosaka: I got to plan gameplay for the field toward the end, too. By that time, Link already has all the items. In a situation like that, you tend to make a dungeon that the player can clear by making use of all the various items, but I'm not very good at 3D action, so, for example, if I were to adjust it to my standards, it might not be challenging enough for good players, but if I didn't adjust it like that, then I wouldn't be able to do it myself.

Hosaka: Yes. You can use all the items on your way there, but then you can't. You don't even have the sword. Then you even have to run from enemies you could defeat with a single blow before. You get really annoyed, but people like me who aren't any good are always running from enemies they don't like anyway, so there's no difference! Hosaka: I thought restricting use of the items and even the sword and shield would allow me to provide an even playing field for both skillful and unskillful players.

I talked to Fujibayashi-san and he said that would be okay. You lose your sword and try to save Link's younger sister Aryll while unarmed. I definitely wanted to put in gameplay like that this time. The sword feels great to control this time, so it's a bummer when it's taken away, but when you get it back, you're like posing as if raising a sword , "Yahoo! Hosaka: It really does! Marunami: You may feel a little unnerved without all your gear, but Mogmas come out and say, "You can do it!

Iwata: It is indeed a "dungeon of good cheer. Iwata: What does someone given the task of creating the items in The Legend of Zelda think about? Then I imagine all sorts of things. Skyloft is a pretty simple land, so rather than finely detailed patterns and gorgeous designs, they would probably favor simple ones.

And they would use motifs drawn from things familiar to them like clouds and birds. There are, of course, lots of things with birds drawn on them and I figured there would be designs featuring things like wings and bird footprints and the wind and so on, and included a motif like that on the shield. Iwata: That's why the first shield that Link gets on Skyloft has a mark like the footprint of a bird on it.

While the people of Skyloft use simple designs, next there were items made by the goddess and the ancient civilization. For those, we thought of things made of a mysterious metal or mysterious material that is oddly smooth. Iwata: You design with the land, where it was made and the culture behind it in mind, so each item takes on distinct characteristics. Hisada: I worked on the Skyloft landforms.

In making a single house, first I ponder over whether it is made of wood or brick or whatever. It's a body of land floating in the sky, so it would be strange if lots of trees grew there.

The wind is strong, so they wouldn't grow very tall. That would make trees valuable to the people there, so they wouldn't use many wood as building material.

The designers and I imagined various things and said, "They must be earthen. In order that the designs feel natural, you think things through from a number of aspects that never appear explicitly in the game. Iwata: It isn't the smooth photorealism so characteristic of computer graphics, or the cel-shaded animation of The Legend of Zelda: The Wind Waker. I sense a strong will toward designing in a new direction.

How did that come about? Hisada: Since I've never been that good at video games, I wanted to create an atmosphere that would be easy for people like me to get into. So we tried to make an impression that would be bright and colorful throughout. Something that doesn't look scary at first glance is easier to take in your hands.

Hisada: Another reason it's brighter is that we paid a lot of attention to making it easy to see. We talked about how it was necessary in this Legend of Zelda game to make it easier to tell where things are, where enemies are, and which paths to follow. So for an item like the Bomb, we made it easy to tell that it is an object for using.

Iwata: For example, if you watch really excellent animation, the backgrounds are incredibly detailed and realistic, and the characters moving around in front of them are drawn in contrasting, simple lines. But they don't appear out of place. Iwata: I think this new challenge must have been like that kind of animation.

Nothing feels out of place. Why do you think you were able to do that? Hisada: Early on in development, we had made not just the backgrounds, but the enemies and objects in a watercolor style as well, but everything, including enemies, blended into the background. You totally couldn't pick out your goal. Then we used half-toon rendering, which is similar to cel-shaded animation, to represent characters and others, to make them stand out. When we tried using that technology, it didn't look flat like with cel-shaded animation, but a little airy and soft.

As mentioned earlier about animations, the backgrounds were realistic and simple, soft characters were moving around in front of them, and it didn't feel off at all, so we thought, "This might work! After that, we made constant checks, finely adjusting the colors and brightness, adjusting the watercolor of the backgrounds, lighting…. Marunami: We really adjusted each one.

For example, for things like grass and trees, things you just simply enjoy a reaction from, they can blend into the background somewhat. People who notice them will enjoy them.

But for other objects Marunami: Exactly. We adjusted each thing so that even though they look natural in the watercolor style the players will notice what is there. Iwasaki: The Bomb this time is light blue, but at first it was darker. When you went into a dark underground stage, you couldn't see it. So we made it a lighter color that would be clearly visible above ground or underground but still fit in with its surroundings.

Iwata: You were able to pull off the watercolor-style art because in the end everyone joined forces to adjust by hand what you had each been in charge of earlier.

Iwata: All right, to finish up, I would like you to describe in your own words what it is that you recommend about The Legend of Zelda: Skyward Sword to those who may play it. Hisada: Okay. As mentioned earlier, it looks different and the controls are different, and the impression of playing within an area of continuous land has totally changed.

As it came up in the fifth session of "Iwata Asks," we even drew upon the course selection screen in Super Mario. Hisada: That's how much we were determined to change it this time, but that isn't to say it is completely different. It's genuine Legend of Zelda. When you play it, you think, "Ooh, I'm so cool! We left in the good parts of the series and, as mentioned earlier, added in lots of new elements that everyone on the staff wracked their brains over.

Iwata: And when the players throw themselves into a challenge, the game encourages them. And I hope girls who say they're no good at scary games will also try it. Marunami: I can't help but recommend the objects. Earlier, we talked about things blending into the background. Actually, we made the objects bigger than ever before in the series. Rupees, for example. Marunami: We did that because we wanted players to definitely get Rupees when they come jingling out.

The slightly accentuated visuals this time made it possible to make them bigger to increase visibility without having them seem out of place. And the Hearts that Link uses to regenerate his health are growing here and there around the field. So we decided, as a variation on ways to get Hearts, to have Heart Flowers sort of like tulips blooming. In the end, we had them bloom not just in the game fields but various places, which is kind, I think, for beginners.

I hope new players will also play it. Iwasaki: Along with what Marunami-san just said, an item called a Stamina Fruit appears for the first time. It doesn't exactly boost your stamina by cheering you on laughs , but this time you can dash, and when you've been running for a while, your stamina gauge runs low and you run out of breath.

In order to replenish your energy, we made a round, green fruit. At first, since Stamina Fruits aren't found in the real world and haven't appeared in the series so far, we didn't know how to design them. Iwasaki: They were described as a plant growing various places. It looks like it would give you strength and like it would taste crisp and refreshing. Iwasaki: We designed with that in mind and made sure to place them wherever you're likely to run out of breath, so use them a lot!

And about the item called the Beetle, the controls with the Wii MotionPlus accessory are refreshing. Just flying it is fun, so I recommend that. You can use it to scout out areas in dungeons and hit objects, and if you release it toward enemies, they react, so please fly it a bunch!

Lots of ideas thought up by many staff members are packed into those characters and they're standing by waiting for Link to talk to them. So, for example, if you get stuck and stop making progress or if you think, "I want to take a little break from this adventure," return to Skyloft.

I think you'll have a great time. And if you target those residents, Fi will explain all about them. Iwata: In our second session of "Iwata Asks," Haruyasu Ito-san, who worked on effects, also mentioned that. You mean the Fi Captioning, right? When you fight enemies, Fi will teach you their weak points, and explain a lot about residents, too. Hosaka: Whatever it is that may interest you, be it the art style of this time or Link's great looks, I hope everyone, even if you're not great at action games or you're new to video games, will try this game.

If you do, the story and presentation will really draw you in and you may even cry. Hosaka: And so I wouldn't lose Link when I was playing, I meddled with something that had nothing to do with my work and had them adjust the placement of recovery points so even I could beat a tough enemy.

Iwata: You didn't just plan but also stressed your own opinions as a representative of beginner players so the game would be easier to play for anyone. I was like, "I can't do that!

I hope people will play it. Iwata: The Legend of Zelda: Skyward Sword is incredibly dense in content, but you put a lot of effort into figuring out how you could make new players want to try it. So we'd be happy if people who haven't played video games play it. And this time is chronologically the first Legend of Zelda story, enjoyable even to those who don't know the previous games.

For that reason as well, I hope new people will enjoy it. Community Wiki Discord Forums. The Legend of Zelda. The Adventure of Link. Walkthrough 1. Parapa Palace 2. Midoro Palace 3. Island Palace 4. Maze Island Palace. Video Walkthrough 5. Ocean Palace 6. Hidden Palace 7.

Great Palace. A Link to the Past. Zelda's Rescue 2. Eastern Palace 3. Desert Palace 4. Tower of Hera 5. Hyrule Castle Tower 6. Dark Palace 7. Swamp Palace. Skull Woods 9. Gargoyle's Domain Ice Palace Misery Mire Turtle Rock Ganon's Tower.

Link's Awakening. Tail Cave 2. Bottle Grotto 3. Key Cavern 4. Angler's Tunnel 5. Side Quest 5 Answers How do I open the black chest that are scattered around the place? Side Quest 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: Druff Druff 11 years ago 4 Cel-shaded animation also known as Cel shading or Toon shading is a type of non-photorealistic rendering designed to make computer graphics appear to be hand-drawn.

The many faults of Skyward Sword. The button controls for flying are much better than motion. Replayed this game on the Wii. Yes the graphics was decreased but the experience was still grand. Don't put off Skyward Sword because of that.

Nintendo is working hard to keep us happy and their pockets full. We should at least be thankful for what they can bring us. Graphics don't make a game, and I'm really getting tired of hearing otherwise.

A game can look perfect and still be have a terrible feel cough gears of war cough. Gameplay makes a game, period. WW is one of the best Zeldas. Get over yourself. Graphics have been steadily ruining gaming as graphic technology gets more and more advanced. Look at some of the epic rpg's belonging to the snes. In my eyes, games like seiken densetsu 3 which had pixels as graphics , it is one of the best rpg's to walk this earth.

Money doesn't revolve around good stories though, it revolves around revolutionary 3d graphics. It looks awesome, though the controls looked a little dodgy. Cel-shaded does look weird, but hey, it's different. I can't wait for it to come out! It better be bundled with the Wii motion plus. At least I know when it will be out in Holland; 15 November, so I'm guessing that in America it will be out around August.

One person: That's the dumbest thing I've ever heard, wind waked was a genuine Zelda game thick and through. You most likely said that because the graphic were different and if that's what you meant then you should just say that. Instant join. Monopoly Gamer Edition Review. NBA Playgrounds new content teaser Switch must wait again. Nintendo has detailed the return of its World Championship Do you have what it takes? Disney Infinity 3. Rumor: Disney Infinity 3. Nintendo should do this more.

Acegabby77 said: xxxx



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