Miyamoto Interview: Star Fox Wii U
After a brief introduction, where Miyamoto discusses Mario Maker, the new Zelda video from The Game Awards and talks about the fully integrated Hyrule therein – he reveals confirmations and announcements for the imminent Star Fox title.
iJustine, looking a wee bit awkward with a palpable language barrier, works Miyamoto with some leading questions and is met with largely open ended responses, though Miyamoto at one point cuts in when asked about Amiibo integration and the Majora’s Mask release with a disheartening ‘まだ言えない…’ (can’t say just yet…).
The initial stage of the interview sees Miyamoto (vicariously through an interpreter) explaining the expansive new Hyrule:
He discusses previous entries in the series and how they necessitated developers “segment off each area and piece those segments together in a way that make them feel like a big world.” The Wii U, with its technical prowess, allows Nintendo in the latest title to “take an entire world the size of the world from Twilight Princess, and make that the size of one of the areas in the game.”
Something that resounds with all Zelda fans is the joy of getting easily lost exploring sequestered sanctuaries and protracted side-quests. Miyamoto confirms a similar dynamic in the upcoming game “…There may even be times where you forget what your goal is, because you are doing other things on the side.”
Amongst the jives about Miyamoto’s eyebrows resembling Fox McCloud’s, and giggle-filled reminiscing on the origins, numinous reincarnations and incipient androgyny of Toad and idle chatter about Nintendo’s knock out 2015 release schedule, he shared a few morsels Star Fox for Wii U:
– Adds weight to the confirmation that Star Fox Wii U will drop before Zelda Wii U in 2015
– Apparently he has been a leading figure in the testing and development; reassuring gamers that the latest Arwing romp will not be short of loving attention from the creative team
– Wii U functionality will include Amiibo integration and a cockpit view to augment the third person action being played out on the screen
– He also revisits the simple, real-life experience that inspired Star Fox – Japanese gates at a popular Kyoto shrine which inspired the basic environment mechanics of progression in the original game
The full interview is below: