Aonuma: Thank you! That's a very important point in the storyline. Link, this time around, is a young man, who was born and raised in this floating land that is above the clouds. It's called Skyloft. Now it may sound really interesting and unique to be someone who lives on a floating island, but for Link, he doesn't think anything about it. It's just where he was born and where he grew up. It's just his normal place to live. However, one day there is an incident that reveals to him that there is another land beneath the clouds. The land that is beneath the clouds, this other world, is a place that is ruled by evil forces. It's a very dangerous place. But due to this incident that reveals the world to Link, he is forced to go into that world. One of the driving parts of the story is that Link has to travel back and forth between Skyloft and this other land.
The thing that leads Link on his adventure and takes him down to the other land is what has become the subtitle. It's the Skyward Sword. This is the artwork that we revealed last year and you can see that mysterious figure there behind Link. That is the Skyward Sword. When the Skyward Sword is giving Link help or advice or leading him it will transform and take on this appearance.
Now I think all of you may have suspected this, but this sword [points to the sword Link is wielding in the demo] is the Master Sword. So what exactly is the Skyward Sword? I think that's something you all have hopefully imagined for yourselves [laughs]! Okay, well I'll go ahead and just tell you straight out. The Skyward Sword becomes the Master Sword [laughs].
[Someone from the crowd shouts out "spoiler!"]
Aonuma: Sorry about that!
Miyamoto: If you collect three Skyward swords do you get the Master sword? [Audience laughs].
Aonuma: No, that's not the way it works [laughs]. So that's the basic storyline behind the title. Sky is also something that's very important to the game. If you take a look at the skies you can see these giant banks of clouds that cover these really beautiful vistas. It's obviously very impactful, and it's one of the things we wanted to highlight this time around. It's one of the reasons we've implemented the graphical style we have. I really, really like this art style a lot. How about you, Mr Miyamoto?
Miyamoto: Yeah I like it. It took just one step in the approval process and it got my okay. I think the art style is very unique. I'm a big fan of impressionism in the art world, so we've drawn some inspiration from that. The sky and the mountain you can see in the E3 demo have a definite Cézanne feel to them.
Because of the implementation of Wii MotionPlus sword controls, you have to pay close attention to the enemies, how they defend, what their weaknesses are. They're blocking with their swords or in the case of this scorpion enemy you can see, the pincers are opening at different angles. You have to be able to identify what those angles are or what those weaknesses are. That's something that's best illustrated to the player through the use of exaggerated-looking enemies. Trying to do that with a realistic art style simply doesn't work well, so one of the goals was to find an art style that would allow for this exaggerated creation of enemies and characters and things.
Aonuma: Of course, if I hadn't been told we had to revise the art style we would have been done a heck of a lot sooner [laughs].
Miyamoto: Yeah, if we had just used the same graphics from Twilight Princess the game would already be done.
Aonuma: That being said, we think there's a really great marriage between the gameplay and the graphic style, and there's still a lot of work we have to do. We're going to do a lot of polishing. Once we're done we're going to find a really good balance, a nice harmony between all of the different elements in the game.
Miyamoto: Even beyond the core gameplay and graphics, we're looking at other ways to change the structure of the Zelda game. I think typically you've seen something along the lines of going through a dungeon and getting an item. We have had of course this idea of different worlds in Zelda games before. We're paying a lot of attention to how we bring these worlds together. Even looking at different ways so just going through the dungeon creates a somewhat different structure from what we've seen in the past Zelda games. Of course if you look at the demo you may see a few question marks in the item list. I'm sure those are probably of interest or somewhat suspicious to some of you out there. So I hope you all look forward to it!
Mr. Aonuma is actually a victim of Ocarina of Time. That was the first game he was yanked out of another team, by me, to come and work on a game as a director. He does have from that time one horrible memory that's lasted with him for a long time, that he would like to try to put to rest and make amends for. I think he's going to tell you a little bit about that.