How Zelda: A Link Between Worlds’ Developers Had To Cheat The Camera

By Ishaan . November 19, 2013 . 10:00am

In The Legend of Zelda: A Link Between Worlds, most of the game is presented from a top-down view, whereby the player is looking down at the game’s world from above. This posed some interesting challenges during development, the game’s developers say.


In an Iwata Asks interview, director Hiromasa Shikata reveals, “We went through a lot of trial and error with the top-down view. If you looked straight down from the top, all you could see was Link’s hat. So it looked like some mysterious green object moving around!”


In order to make more of Link’s body visible from the top-down view, the development team had to cheat the camera in a sense. Link as well as other objects in the game’s world were placed at an angle, so that they would be more visible from above. The comparison screenshots above show the exact same scene from two different angles to illustrate this point, with Link and the red rupees angled backwards.


The Legend of Zelda: A Link Between Worlds will be available November 22nd for Nintendo 3DS.

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  • “The Legend of Zelda: A Link Between Worlds is available today for Nintendo 3DS.”


    • Whoops, sorry. Got the date confused with something else.

      • ElAbuelo69

        Don’t play with us like that! We have feelings, you know!? ;_;

  • GH56734

    I think people using the future yet-to-be-released mods / Action Replay codes to change the camera will be in for a nasty surprise
    It’s creepy with the other camera :3

  • AuraGuyChris

    I wish people and objects could be seen standing at an angle like that!

  • This is one of those weird and useless pieces of development trivia that I find extremely cool. x)
    I like these things in movies too where they use “cheats” and tricks for the camera too (most obvious when it came to the LotR Hobbits chatting with Gandalf).

    • 60hz

      nothing useless about it – i wouldn’t be surprised if other games (especially indies) rip this technique…

  • KoRLumen

    This is actually ingenious

  • Reiswindy

    Shows the best answer isn’t always an ultra complex engine. This is pretty clever. Link leaning like a Smooth Criminal.

  • Heisst

    Couldn’t they have just shifted the camera angle a bit like GF did with D/P/Pt and B/W?

    • qchto

      my same exact thought.. oh well, as long as this effect doesn’t affect gameplay nor storytelling i’m sold..

    • ninjabart122

      But then it wouldn’t look like squares in the images, it’ll be slanted.

      Think of it as the old sprite tiles in old pokemon games as opposed to the 3D ones in modern pokemon games: It’s obvious that the camera is slanted in the 3D ones.

      The thing Zelda did here makes the game closer to the 2D zelda game’s sprites appearance without the things being angled like in pokemon. They did it pretty well here.

      I’m sure I could explain it better, but I think this is fine.

      EDIT: Actually, you can compare this to, say, Phantom Hourglass or Spirit Tracks. You’ll notice a difference in how things look, aside from the style of course.

  • ChiffonCake

    Heh, this is pretty interesting.

  • JohnNiles

    WTF. That shot on the right has managed to do the impossible: decrease my hype for this game. Thank god we won’t be using that camera angle.

    • Kelohmello

      Kind of odd that something you’ll never seen in game is ruining your opinion of it. This is just how games are made. Sometimes odd things you don’t see are hidden inside.

  • MiniTaurus

    lol, nice trick share ^^

  • disqus_gO2Hg4raee

    Um, this isn’t news… Aonuma revealed this at comic-con…

  • d19xx

    Pretty cool. I believe ChunSoft used the same technic with Shiren for the Wii and PSP.

  • XypherCode

    Aonuma actually revealed this at comic-con. But still nice to see an article about it. :)

  • biskmater

    This feels both derpy, and awesome, I mean this looks utterly ridiculous, but it is a highly effective fix.

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