It’s not always clear what you can interact with - and that’s intentional When I think about comparing Zelda and Mario in those terms, I think of Zelda as this really big world where you see something far off and you want to try to figure out how to get there, whereas the kind of worlds that we’re creating in Mario are about the thing that’s right in front of you and how you interact with that.” “And relative to their size as children, there was a certain kind of concentration of play elements and playgrounds different from what you experience as an adult. “This is an experience that I don’t think is just relevant to people who grew up in Japan, but kids who grew up anywhere who have the experience of playing in parks and playgrounds,” says Motokura. ” It’s about what’s right in front of you “I think the ability to either follow the storyline or just collect Power Moons over a short period of time does lend itself to. “I think there’s one thing that does lend itself to being played on a system that can be taken out on the go, but with the addition of the Power Moons and large number of them that you can collect, if you have two or three minutes and you’re on the go, you can collect Power Moons because they’re hidden everywhere,” says director Kenta Motokura. It was designed with the Switch’s handheld mode in mind
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