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Miyamoto: Zelda sarà il primo a unire motion control e “core gaming”

Francamente dubito che Miyamoto abbia usato espressioni come “casual” e “hardcore” – visto che in Nintendo, per scelta, non le usano praticamente mai – comunque il concetto è chiaro: secondo lui Zelda sarà il gioco che sfaterà il mito del motion control = casual game. Non solo: Miyamoto è convinto che dopo aver provato Zelda, un qualsiasi gioco (con spada) senza motion control sembrerà finto, ed è anche convinto che sarà un’esperienza che i giocatori ricorderanno per molto tempo.
Riguardo al 3DS ha detto una cosa molto interessante sul famoso “3D” via head-tracking (o via giroscopio), e cioè che secondo lui potrà rinfrescare il gameplay di molti giochi. Qui l’intervista completa.

IGN AU: The new Zelda combines sophisticated motion control with a very striking look. How did these two elements come about?

Shigeru Miyamoto: One thing that the game itself really represents is that up until now people have had this kind of impression that games that use motion control are casual games, and games that use button controls are more core games, and I feel like with this particular game we’ve really managed to prove that you can create a very core experience using motion controls.

Personally I just think it’s a graphics style that we’ve finally found that’s particularly well-suited to this series. The other thing that’s really important to me is that the graphics style always be unique, and one that stays with you, and that you remember long after you play the game. And what I’m particularly excited about is that with the implementation of motion control and how connected that feels to the gameplay, and coupled with the visual look of the game, I’m hoping that it will be an experience that people will remember for a very long time.

IGN AU: So is it the meeting of the hardcore fans with the casual players that makes this the “key turning point in Zelda history” as it was described at the E3 press conference?

Shigeru Miyamoto: That is kind of an important point for it. We have to find the right balance, in terms of how difficult we make the dungeons and things like that, but that is, I think, a very important part.

I think that once people play this game, then the next time they play a game that uses a sword they’ll feel that any game that doesn’t use motion control for the sword is just not going to work right.

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