Eiji Aonuma on not continuing the realism of N64 Zelda:
“It was difficult for us to imagine ourselves easily coming up with new ideas and expanding on that world if we had chosen that path.”
Zelda artist Yoshiki Haruhana on the Space World demo:
“As we created the footage, we came to the realization that the realistic route wasn’t the way to go.”
The team felt too many games at the time were striving for realism, and wanted an art direction that stood out.
Aonuma on the Zelda Space World demo:
“I saw that movie and I thought, ‘No, this isn’t Zelda. This isn’t Zelda at all. I feel like this wasn’t what I imagined Zelda to be. It wasn’t the Zelda I wanted to make.
It was more like a continuation of the previous version.”
Though the Zelda team provided the tech demo shown off at Space World 2000, series director Eiji Aonuma hated the demo, calling it, “derivative of past Zelda games.”
The team explored other directions until designer Yoshiki Haruhana created a cartoonish drawing of young Link.
@Pirat_Nation There’s an unfortunate amount of truth to this to an extent.
There are plenty of customers who don’t really care about hardware and just want access to games.