Miyamoto Reportedly Cringed At Wind Waker’s Art Style

Nintendo created and released The Wind Waker, an action-adventure game, on the GameCube in 2002. It was made available in Japan in December 2002, North America in March 2003, & Europe in May 2003 as part of The Legend of Zelda series. An unusual setting for the series, the game is set on a collection of islands in a large sea.

The main character of the series, Link, is controlled by the player as he tries to protect his sister from of the sorcerer Ganon and gets entangled in a battle for the Techfite, a sacred object that grants wishes. In order to gather the strength he needs to battle Ganon, Link travels the seas, explores islands, and navigates dungeons with the help of friends like pirate captain Tetra, a manifestation of Princess Zelda, and a talking boat called the King of Red Lions.

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Miyamoto Reportedly “Cringed” At Wind Waker’s Art Style

Some people still argue about The Legend of Zelda: Wind Waker’s visual aesthetic nowadays. Although it has the most distinctive appearance of any game in the venerable series, both fans and detractors of the art style are equally represented. The same might apply to Nintendo itself; if an interview from a bygone gaming publication is to be trusted, Shigeru Miyamoto himself initially supported those who disliked the art direction.

The revelation was picked up by VGC and comes from DidYouKnowGaming, a YouTube channel that specializes in finding and disseminating obscure information about the gaming business. An old issue of Nintendo Dream magazine, a Japanese video game magazine from the mid-2000s, served as one of the sources for the channel’s yesterday-released video on the Wind Waker content that was eliminated.

It was reported in an interview with Wind Waker director Eiji Aonuma that Miyamoto initially disliked the art direction and “actually cringed” when he first saw it. Aonuma waited as long as he could before showing it to Miyamoto, indicating that he knew the artistry would not be to his taste.

“I believe he would have said, ‘How is that Zelda?’ if I had gone and approached him right away. Aonuma spoke. Up until the very end, Miyamoto struggled to let go of the realistic link art aesthetic. He had to deliver a presentation at some time against his will. It was at that point that he said to me, “You know, it’s not too late to shift directions and build a realistic Zelda.”

DidYouKnowGaming’s study indicates that the intended goal for Wind Waker’s visuals was to simply enhance those of Ocarina of Time and Majora’s Mask. The team reportedly even created a game prototype with upgraded graphics. When one of the developers created Toon Link as we know him, the entire team adored it, and it helped to establish the famous art style. A strange electronic instrument called a theremin, which can be played without touching was originally intended for Link to use in place of a conductor’s baton in the film.

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