Schreier: I wanted to talk a little about the open world in the next Zelda game that you announced. I played Link Between Worlds, and I liked it very much, and it was very interesting in the way it changed things up and was non-linear in that you could rent items and choose which dungeons you wanted to go to in whichever order you wanted to go to them. But for Link Between Worlds, in each of the dungeons, you could really only use that one specific item that you needed to bring into the dungeons, and there weren't the multi-item, really complicated, difficult puzzles that other Zelda games often have.
I'm wondering—if the new Zelda is also non-linear, will you run into the same problem? How do you make a Zelda game that is non-linear and also has those kind of difficult dungeons that require you to use multiple items and are very complex and complicated and interesting?
Aonuma: I hadn't actually thought that because there was only one item per dungeon that puzzle-solving was made simpler because of that, and that in contrast multiple-item puzzle-solving was more complicated, so I guess I'll keep that in mind.
About the open world though in the new Zelda game—I heard that there was some concern out there about whether or not the images that were used in the trailer were cinematics or if they were actually in-game graphics—they are indeed in-game graphics. So you saw behind me there were mountains in the background; you can actually go to those on your horse. You can actually ride out to those—I just wanted to clarify that.