Nintendo Power magazine ceased publishing at the end of 2012. It was a nostalgic time full of sad goodbyes and fond memories. Its last cover was even a call-back to the first issue, where Mario pounds his fist triumphantly into the air while standing on a mushroom. But today, on the five-year anniversary of its death, Nintendo Power has risen from the ashes in the form of a new podcast.
Itās hosted by one of the magazineās former Editor-in-Chief, Chris Slate, who talks about the Nintendo Switchās first year with Kit Ellis of Nintendo Minute and Damon Baker from Nintendo of America. He also discusses the making of The Legend of Zelda: The Breath of the Wild with director Hidemaro Fujibayashi and producer Eiji Aonuma, and how they went about shaping the look, feel, and mood of the game. Basically, āWe wanted to make Link a lot cooler,ā they said during the interview through a translator.
In part this was meant to come through with Linkās back story in Breath of the Wild. Some of the darker tones in that compared to past games in the series were supposed to give the protagonist more of an edge (less āgo-getterā and more āconsternatedā), a sentiment thatās carried through to the most recent DLC where soft-boi Link gets a bad-ass chopper. Aonuma originally sent around the idea for a motorcycle prior to the gameās first DLC thinking it would be fun to ride around in that giant world but everyone reacted negatively. He kept badgering Fujibayashi and the rest of the team throughout post-development and eventually convinced them for the second expansion. āI remember because Aonumaās desk is right across from mine,ā said Fukibayashi, āand every so often Iād just hear āthe bike, the bike,ā and so then I was like āokay fine, maybe as a final reward in the game that might not be a bad idea.āā
Coming off the mixed-response garnered by The Legend of Zelda: Skyward Sword, the team working on Breath of the Wild wanted to take Linkās actions from the previous game and refine them so they felt more natural. Specifically, climbing and paragliding came about because the developers wanted Link to always be able to move forward. Starting out they tried having Link jump or hop over small obstacles, but didnāt like how it looked and felt, so instead they settled on the gameās climbing ability.
https://lastchance.cc/lets-all-read-the-very-first-issue-of-nintendo-power-5935237%3C/a%3E%3C/p%3E
Though it retains the classic Nintendo Power branding, itās not clear how often Slateās new podcast (a āpassion projectā as he calls it) will put out new episodes. He also points out that the format is still evolving. For now you can listen to the podcast on Soundcloud and elsewhere