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PEOPLE:
- Naoki Mori. Ocarina of Time Cinema Scene Director.
- Takashi Nagasako. Voice of Ganondorf in Ocarina of Time.

QUOTE: 
Mori: In [Ocarina of Time] there are bits of voice acting here and there, but the voice actor in charge of playing Ganondorf in the first cutscene you see really made him seem like a devil, somehow awful and evil.

Afterwards I took the actor aside and asked him not to play a demon, but cool and dangerous at the same time. A voice like cheap wine.

PEOPLE: - Naoki Mori. Ocarina of Time Cinema Scene Director. - Takashi Nagasako. Voice of Ganondorf in Ocarina of Time. QUOTE: Mori: In [Ocarina of Time] there are bits of voice acting here and there, but the voice actor in charge of playing Ganondorf in the first cutscene you see really made him seem like a devil, somehow awful and evil. Afterwards I took the actor aside and asked him not to play a demon, but cool and dangerous at the same time. A voice like cheap wine.

Mori on the first take of Ganondorf's voice in Ocarina of Time, 1998.

Source: GlitterBerri's Game Translations

#Zelda
#OcarinaofTimeQuote
#MoriQuote, #NagasakoQuote

www.hyruleinterviews.com/0e093b226205...

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PEOPLE:
- Eiji Aonuma, age 48. Dungeon Director for Ocarina of Time.
- Naoki Mori. Cinema Scene Director for Ocarina of Time.

QUOTE: 
Aonuma; Some people are still playing it, so I can't be too specific, but in the last scene [of Ocarina of Time], [Mori] just couldn't settle on an expression for [Zelda’s] face.

Mori: Yes, that's right.

Aonuma: Did you eventually find something that satisfied you?

Mori: That was for the Nintendo 64 system, so there were hardware limitations to what we could express. I asked about adding one more expression for eyes, but they said it was impossible. I proceeded with what was available, but it just didn't look right to me. I ended up frustrated to the very end.

Aonuma: Ever since, Mori-san has wanted Zelda to have more vivid facial expressions.

PEOPLE: - Eiji Aonuma, age 48. Dungeon Director for Ocarina of Time. - Naoki Mori. Cinema Scene Director for Ocarina of Time. QUOTE: Aonuma; Some people are still playing it, so I can't be too specific, but in the last scene [of Ocarina of Time], [Mori] just couldn't settle on an expression for [Zelda’s] face. Mori: Yes, that's right. Aonuma: Did you eventually find something that satisfied you? Mori: That was for the Nintendo 64 system, so there were hardware limitations to what we could express. I asked about adding one more expression for eyes, but they said it was impossible. I proceeded with what was available, but it just didn't look right to me. I ended up frustrated to the very end. Aonuma: Ever since, Mori-san has wanted Zelda to have more vivid facial expressions.

Mori’s dissatisfaction with Zelda's expression in the final scene, 2011.

Source: Iwata Asks

#Zelda
#OcarinaofTimeQuote
#AonumaQuote, #MoriQuote

www.notion.so/dc4631410a43...

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PEOPLE:
- Naoki Mori. Breath of the Wild cinematic designer.

QUOTE: 
Mori: I wanted Mipha [in Breath of the Wild] to be a female character with a different relationship with Link than Princess Zelda. She is the complete opposite of the princess, who cannot use her sealing power.

The fact that she and Link have a past informs her character. She's known him since childhood, and, as a result, their relationship ended up being almost too intense. I tried to balance things by making her into a quieter person. The Zora are longer-lived than the Hylians, so I intended the reversal of the perceived age gap between her and Link to feel very emotional.

PEOPLE: - Naoki Mori. Breath of the Wild cinematic designer. QUOTE: Mori: I wanted Mipha [in Breath of the Wild] to be a female character with a different relationship with Link than Princess Zelda. She is the complete opposite of the princess, who cannot use her sealing power. The fact that she and Link have a past informs her character. She's known him since childhood, and, as a result, their relationship ended up being almost too intense. I tried to balance things by making her into a quieter person. The Zora are longer-lived than the Hylians, so I intended the reversal of the perceived age gap between her and Link to feel very emotional.

Mori on the characterization of Mipha, 2017.

Source: Creating a Champion

#Zelda
#BreathoftheWildQuote
#MoriQuote

www.notion.so/13c41fe961fd...

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PEOPLE:
- Naoki Mori. Ocarina of Time Cinema Scene Director.

QUOTE: 
Mori: [Ocarina of Time’s] ending reminds me of Star Wars. It also sort of references Dark Crystal. More than figuring out where the scene cuts should be, we were worrying about how to project that atmosphere.

I definitely watch anime a lot. So much so that I’m called Captain Anime. [laughs] Anime I consider interesting I show people with reckless abandon. ‘This is great!’ I say. Recently I’ve been enjoying ‘Perfect Blue’, which is a psycho thriller. It’s not because we used it as a reference for the games, but the transitions of scenes were interesting.

PEOPLE: - Naoki Mori. Ocarina of Time Cinema Scene Director. QUOTE: Mori: [Ocarina of Time’s] ending reminds me of Star Wars. It also sort of references Dark Crystal. More than figuring out where the scene cuts should be, we were worrying about how to project that atmosphere. I definitely watch anime a lot. So much so that I’m called Captain Anime. [laughs] Anime I consider interesting I show people with reckless abandon. ‘This is great!’ I say. Recently I’ve been enjoying ‘Perfect Blue’, which is a psycho thriller. It’s not because we used it as a reference for the games, but the transitions of scenes were interesting.

PEOPLE:
- Eiji Aonuma, age 50. Director of The Wind Waker, Producer of the The Wind Waker HD.

QUOTE: 
Aonuma: With The Wind Waker HD the first thing we did was release a still during a Nintendo Direct presentation and there were quite a few fans who said, ‘That’s not my Wind Waker.’ They said it looked different from the Wind Waker they’ve experienced.

It is certainly a bit of a balancing act. I too was one of those Star Wars fans who saw the HD Star Wars and was a little bit disappointed because it wasn’t my Star Wars. I understand those feelings and I understand the possibility of it happening. So it’s something we’re aware of.

PEOPLE: - Eiji Aonuma, age 50. Director of The Wind Waker, Producer of the The Wind Waker HD. QUOTE: Aonuma: With The Wind Waker HD the first thing we did was release a still during a Nintendo Direct presentation and there were quite a few fans who said, ‘That’s not my Wind Waker.’ They said it looked different from the Wind Waker they’ve experienced. It is certainly a bit of a balancing act. I too was one of those Star Wars fans who saw the HD Star Wars and was a little bit disappointed because it wasn’t my Star Wars. I understand those feelings and I understand the possibility of it happening. So it’s something we’re aware of.

Some Star Wars quotes from Zelda devs (1998, 2013)

Sources: GlitterBerri's Game Translations, Polygon

#Zelda
#OcarinaOfTimeQuote, #TheWindWakerHDQuote
#MoriQuote, #AonumaQuote

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PEOPLE:
- Naoki Mori. Cinema Scene Support on Majora’s Mask.
- Tomoaki Kuroume. Effect Designer on Majora’s Mask.

QUOTE: 
"Mori: I struggled with getting the moon falling cutscenes to feel as powerful as they could be [in Majora’s Mask]. In the end, I think we were able to make it all work because of the hard work of Mr. Kuroume who oversaw effects. Link also sits somewhere on the title screen loop, so be on the lookout for him!"

PEOPLE: - Naoki Mori. Cinema Scene Support on Majora’s Mask. - Tomoaki Kuroume. Effect Designer on Majora’s Mask. QUOTE: "Mori: I struggled with getting the moon falling cutscenes to feel as powerful as they could be [in Majora’s Mask]. In the end, I think we were able to make it all work because of the hard work of Mr. Kuroume who oversaw effects. Link also sits somewhere on the title screen loop, so be on the lookout for him!"

Mori on struggling to get the moon falling cutscene just right, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#MoriQuote, #KuroumeQuote

www.notion.so/24fa4198de74...

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