Zelda: Skyward Sword details, videos and Four Swords dated

By Stephany Nunneley
13 September 2011 19:27 GMT

A myriad of details from Game Informer’s 10-page spread on The Legend of Zelda: Skyward Sword have been posted to the net, courtesy of GoNintendo, and it looks like there are plenty of changes coming to the latest entry in the franchise, as well as a few things long-time fans will be pleased to know are staying the same. We’ve pulled a few quotes from the post, and you can read those below the break.

Below, you will also find 11 minutes of video from Nintendo’s pre-TGS conference, featuring Shigeru Miyamoto demonstrating both Skyward Sword and the Four Swords Anniversary Edition, which releases on September 28. Those who own a DSi, DSi XL, or 3DS will be able to download the title for free until February 20.

According to EDGE, when you watch the video below, Four Swords action hits at the 3:25 mark, while the Skyward Sword goodies hit at the 6:20 mark.

Speaking of the latest Zelda game, according to the Eiji Aonuma interview in Game Informer, some of the fun in previous Zelda titles was “lost in the creation of later games,” as certain elements to the series became expected by consumers and fans.

“Once in a game like Ocarina of Time, when you make the next game it becomes expected that all of that is there,” he said. “You end up spending a lot of time creating all these elements of the game just to meet expectations.”

He said his goal with Skyward Sword was to “take the franchise into new places,” and in order to do this, he enlisted the help of developers at Nintendo who grew up playing the franchise.

“A number of people working on Zelda now are people that grew up playing Zelda,” Aonuma explained. “From their perspective, they’re looking at it as, ‘What are some of the things that failed to be helpful in getting through the game?’ They’re stripping that out and streamlining.

“We’ve made so many games now that we can’t help but think about how those games connect to one another. However, that consideration comes late in the development process. When we create a new game, we don’t start with a preset notion of what the story is going to be or how it’s going to flow. We start by focusing in on what the core gameplay element is going to be and then develop from that.

“There is a document on my computer that has a stamp on it that says ‘Top Secret.’ I actually haven’t even shown it to many of the staff members. One of the special privileges of being the producer of the series is that I have the right as we’re finalizing the game’s story to then decide what fits in.

“People start to focus in on the storyline and gapes in the timeline. This is a backward way of creating a game.”

Aonuma said that while the game will “feel new and different,” there will come a time in the game when players will “still get that final feeling that this is still a Zelda game.”

There is also an exclusive video showing some of the locations in the game over on Game Informer as well.

Also below, you will find a video for the weapon upgrading system courtesy of Kotaku.

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