The producer of Hyrule Warriors Legends, Yosuke Hayashi, has shared why he brought Wind Waker to 3DS exclusively. In an interview with Famitsu, he explained how the 3DS Hyrule Warriors got started and what they’d like to do with the story.

“That was after the release of the Wii U version. The Wii U version got a positive reception from people who played it, but as there are already many Zelda titles on the Nintendo 3DS, many Zelda fans said ‘I’d like to play this on 3DS’. The development of the Nintendo 3DS version took off from there.”
— Yosuke Hayashi

Koei Tecmo, the game’s developer, said,
“as [Wind Waker] differs so drastically from the other titles with its visuals and the world, it was hard to bring those games together.” Other Zelda titles featured in the Wii U version – Ocarina of Time, Majora’s Mask, and Twilight Princess – were much more dark and serious than what Wind Waker is, so it makes sense that they’re separating it from the rest. What they’re going to be using the more whimsical game for is to create an epilogue narrative in Hyrule Warriors Legends that will take place not long after the Wii U story ended.

What’s your opinion of Koei Tecmo using
Wind Waker characters exclusively for the 3DS Hyrule Warriors? Tell us in the comments!

Source: Famitsu (via NintendoEverything)

Our Verdict

Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.


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