Miyamoto: Instead of me playing, while we're talking - he's not nearly as good as I am [laughs], but Harrod from the Tree House at Nintendo will play while we're talking. That way you can focus and get an idea of the game. Make sure your cell phones and whatnot are... please turn them off! Thank you. We don't want to have the same excitement as we had this morning.
Aonuma: The development started with gameplay as its focus. Of course some of this is related directly to Wii MotionPlus - that's obviously the ability to wield your sword freely like this, and the ability to change items instantaneously. This is a mechanism we've been wanting to do with the Legend of Zelda series for a long time. One of the other things we did, and I think those of you who played probably already realised this, we made the map easier to follow. We made it harder to get lost. We really wanted to take a look at that. We hope it works well and we think it does. So make sure that you experience that on the show floor as well.
Miyamoto: One of the reasons people continue to come back to the Zelda franchise is because the core gameplay is something that inherently is fun. Gradually as we introduce more titles in the series, people often tend to fixate on, well you know, how many dungeons are there? What's the storyline? How does the story flow? And what's the focus of this story? But one of the things that we really wanted to do this time around is bring it back to, what is that core gameplay, and what is it that makes it fun, and how can we make it the most engaging gameplay experience that we possibly can?
This is true I think for many Zelda games in the past, and it's probably something that's true for a lot of other developers as well, but often-times when you're working on a game you first start off with an idea of what you want the game to look like and you spend a lot of time working on sketches or the concept art and trying to create that concept art in the game. Often-times there can be a big lag between when the graphics get done and when the game is finally put together and complete.
So last year, actually at this same event, an E3 round table, we showed a single piece of art in relation to this Zelda game. At that time the gameplay structure of the game was very far along and was almost complete, but the only thing we had in terms of graphics to show you was the single piece of art.
So I think particularly now with what we're showing, the gameplay is very complete. And then of course you're starting to see what the visual style is going to look like. In terms of where we're going now with development, we have a few more dungeons to create. We're looking at creating some more challenging bosses. But for the most part we're in the final stretch at this point. So I do feel that because the gameplay structure is so solid at this point that we are on a good pace and are going to be able to put it together relatively quickly. But because this particular style of development is something a little bit different from what we've done in the past, we're not entirely confident that we would be able to get the game done before the end of the year. I could have come out and said, we are going to try to hit this year. Instead we decided it would be better to just say, we are going to take up through the end of the year for development and we'll try to have the game ready as soon as we can next year.
Aonuma: I'd like to talk about something I think you're all interested in: that's the story. We'll also look at the graphical style of the game. In the trailer we showed you this one final scene, Link diving off that cliff into that giant sea of clouds, and it's obviously a very impactful scene. I was wondering how many of you saw it and how many of you remember that scene?
[Lots of hands go up.]