So the puzzle solving in this game begins the moment the player starts to think about where they want to go, how they will get there, and what they want to do when they arrive.' 'As soon as those boundaries are removed, it means you can enter any area from any direction.
It's something that Aonuma and his crew 'wanted to do for a very long time,' and something that's now being created in the unnamed 'Legend of Zelda' game for Wii U. Technical constraints, he said, meant that the 3D 'Zelda' games had to do away with the more open world nature of previous entries, and at their best managed to create the illusion of free exploration, while containing players within connected areas with defined entry and exit points. 'I believe this departure will create oppportunities for new gameplay that have not been experienced in previous 'Zelda' games.'Īonuma's first stint as a designer on the 'Zelda' franchise was with 'Ocarina of Time' in 1998, coinciding with the series' leap from 2D to 3D graphics.