>In the original Legend of Zelda, there was no clear way to lead the main character to his goal. It was something that we entrusted to the players to find by themselves. As the game later expanded into a franchise, the structure of the game worlds became more and more complex – especially with the introduction of 3D – making it necessary for us to point the player in the right direction. Consequently, progression in the games became more linear.
>To recreate a similar experience to the original, we have to give the game world a simple structure that players can understand intuitively. In doing so, it’s very important that we make every aspect of the world feel real and physically connected, so that it’s doesn’t look fake.
IT'S FUCKING HAPPENING
Ok, I really want to look forward to this, and I love the idea of a fully open world Zelda. But I really don't want to put up with the 'simplicity' and 'hints' of the series for the sake, of this, I want to be able to get rid of it all and experience the game without being babied.
>implying the wii u can do that level of AA
in engine, rendered over long time frame on the wii u. at best.
Hopefully he means level design like in LA where by the time you get an item, you've already spotted thirteen different ways to use it in the overworld without knowing it. LA is my favorite game because it does intuitive level design so well.
ALBW had no hints unless you bought them with play coins
They've seen the error of their ways
I realize the level of complexity is very different, but WWHD also has very little vusible aliasing, and it has no AA at all.
Moreover, I don't really see the point os using such extreme LOD reduction on a prerendered video
Here's a WWHD shot from me
I hope it's not as completely free and open as the first Zelda. I like a little bit of structure to the world.
I'd like them to find a solid mix that ends up between Zelda 1 and OoT, where it's clear what the intended route is but you can still do things out of order as long as you have the item or plot point needed to access the dungeon.
I'd also like to see a bunch of out of dungeon item acquisition, rather than use this item to beat the dungeon you find in the second half of the dungeon approach.
And more out of dungeon item use in general.
The overworld had lots of puzzles to deal with before getting to the dungeons themselves. Did you forget the time stone segments in the desert? The overworld was great, it's just that the skyworld was empty, bland, and a huge let down, so it harmed the land parts.
You're talking nonsense. SS' linearity and hubworld style have nothing to do with the fact that they integrated puzzle solving into the overworld.
They did, just as promised,
and in my opinion it sucked balls, in cocnept and in execution.At least they didn't lie though.
>I'd also like to see a bunch of out of dungeon item acquisition, rather than use this item to beat the dungeon you find in the second half of the dungeon approach.
I've been thinking this too as I go through the oracle games. You get all kinds of items outside of their dungeons, hell I think some dungeons have TWO items.
And the complete lack of difficulty and dungeon complexity.
I really hope that they do what they did with SS and go with a medium item count but it's usable throughout the entire game, in and out of a dungeon. And optional upgrades as well.
This is my concern for Zelda U as well. They didn't know how to scale difficulty in ALBW when the dungeon order was nonlinear. They were good dungeons, but not very hard. I'm hoping Zelda U will have a set dungeon order with scaling difficulty, but the possibility to go tackle later dungeons early. You know, like Zelda 1.
This still presents the problems of dungeons requiring items from other dungeons though.
It would be nice if it had something like a 3D version of ALttP's overworld, with linear dungeon progression (mostly?) but an open feel that encouraged exploration by having tons of secrets everywhere.
I think it's best served by making minidungeons accessible outside of the actual dungeons. Making them scale in difficulty based on the dungeon they give access to and making them also require some other items you have to ear from easier minidungeons.
Like, say you could go for the Dungeon 8 item, but it would require the Minidungeon 5 and 7 items to get into, and it would have very tough monsters that you're expected to have a double strength sword and 15 hearts to fight.
>mfw I totally missed the item upgrades in ALBW
It was still a really good game. I think I'm out of practice with good game design.
Before this e3 I hated the 3D Zelda franchise and I thought I was more excited for Hyrule Warriors than Zelda U. Then they did something that I thought was only in my dreams. They are ditching all the conventions of LttP/OoT and going back to the true roots of TLOZ (NES). I am so fucking exciting. The World of Zelda U is just like the world I envisioned when playing TLOZ, except now I don't have to envision anything, it's actually really real and all explorable in the same style as the original. This is my Zelda wet dream.
That and I hope the soundtrack isn't full Orchestrated but instead a mix of orchestrated and MIDI like Dragon Roost in Wind Waker HD.
But with more ambient music because the lack of music at night and anywhere outside of Outset and Dragon Roost killed WWHD for me. That music though. Fuck, I need to hear Zelda U's music already. That's what I'm most excited for, on top of the whole TLOZ (NES) in 3D HD.
Yes, that's exactly what I'm implying.
>implying the Zelda team are amateurs
>implying they aren't leagues above naughty dog
That's not to insult naughty dog, but it's to say just how good they are. This is real, and it's happening. Also, it's a fucking year 3 game and it's first year had tons of development issues. They've likely refined their engines and are mastering all new techniques which are clearly on display now. Yes, graphics get better and they show.
The artstyle they chose was a best-case-scenario in my opinion
In moderation it's a realistic effect that helps highlight and enhance light sources.
In excess it's Battlefield 3 where opponents can turn your entire screen white by pointing a flash light at you
I hope it doesn't become like ALBW where every dungeon is dungeon 1 level of difficulty.
Have an intended order, but allow the player to start with any dungeon. If the player realizes that he's in an area where enemies do 8 hearts damage and he only has 4, let him try to deal with that.
But my hopes for this are actually low.
All dungeons are probably gonna be beginner level and no dungeon will see the use of multiple items.
I also don't mind a companion or a story. They just need to be done right. Like Tatl was the perfect companion. She told you trivia about enemies, actually had a place and purpose in the story without centralizing the entire plot around her and had actual character growth. Tatl brainstorming with Link after he defeated Odolwa is gotta be one of my favorite moments of Zelda ever.
Actually after boss fights is always the perfect time for some story bits and cutscenes as you just came from a climax and now get time to lean back, calm down and relax, before continuing the game. I'd like a companion to go through with you what to do next and hear suggestions. What I don't like is overly long expositions and random cutscenes out of nowhere that break the game flow, like they loved to do in TP and SS.
>It actually hurts my eyes.
That's probably because it's bloom is just what your eyes see when you look directly at a light source that's too bright for them. If you're seeing bloom in real life, it will hurt.
>not being excited for a 2D 8bit first person Zelda
Something like Zelda 1 and Zelda 2, you go out wherever you like, find secrets and stuff but there's also towns and people to talk to.
What I find annoying is having points in your map telling you exactly where the dungeons are, people who want that should just use a guide, this Zelda should be about exploring to advance and get to the dungeons instead of just exploring as a secondary objective to find pieces of heart and shit.
At least Skyward Sword had an interesting beginning of the game.
The first three dungeons in Twilight Princess were god awful and boring as fuck. 0/10 would never play again.
>What I find annoying is having points in your map telling you exactly where the dungeons are
I can see where you're coming from, but what I'm afraid of is that they'll reverse the problem and have too little guidance. I hope that the game finds a healthy balance between allowing the player to explore and find their own path while still letting them know about where they should go if they want to progress the story.
the problem with a lot of nintendo fans is you fags fucking hype up every goddamn thing even some of those things are not really worth the hype. and then reality come and slap them in the face so they turn into the game and call it shit
Seriously, I never managed to play through TP a second time. It was way too boring for me.
For SS I managed a second time, but only because I really really wanted to fight Girahim and Demise in Hero Mode
>Since we’re talking about open worlds, let’s state upfront that we don’t plan to have an open world in the same way other companies have been doing in recent years.
>popularized by Skykim
Sorry m80, skyrim didn't popularize shit, that's cool that it's your first elder scrolls and all but it is nowhere near the first nor the most popular to do open world gameplay.
I hope this game actually captures the feel of being an adventurer exploring a dangerous land who has to use his wits and resourcefulness to succeed instead of "chosen errand boy of the goddesses" like nearly every other zelda game
I'm glad Zelda whatevershit of Nightmare where everyone was dark and you had to bring light to Hyrule wasn't true, I love vibrant colors and fits more with the origins of Zelda.
I like how /v/'s Zelda fanbase is literally just fueled by hate. None of you assholes care about the Zelda series, all you want to do is argue about which games sucked and how much they suck relative to each other
Why do you start threads about a series you clearly despise?
They're just trying to cover their asses but rest assured that's precisely what you'll get.
Thanks for proving my point. Literally no one played this ancient game. At no point in time was the open world embraced as much as when Skyrim was released.
Why do you deny simple truths?
Too much bloom for me taste, but I guess it works.
I was in the group that didn't buy a Gamecube back then, because of how Wind Waker looked, but turns out it was perfectly fine.
I noticed that the horse has a whole bunch of bags and equipment strapped onto it. Maybe you'll have an inventory limit and you'll need to put anything you can't carry on your horse. I think that'll be pretty interesting if they implement it well
>faggots think open world exploration was popularized by Zelda or Skyrim
Bitches don't know about my Halo. If you're going to see what popularized open world exploration, it was driving the Warthog all over the map.
Then again, the game might be a little to retro for neo /v/, so I'm sure nobody's actually heard of it.
The amount of people who wanted (and still want) an even edgier (yes it was edgy, pic related) Twilight Princess sequel and were clambering for the tech demo artstyle is baffling. I mean I liked TP as a one-off, but it was the wrong direction for the series to head down and I'm glad they didn't peruse it further.
I think they nailed it with the artstyle this time. Bright, detailed environments, with simple, expressive characters.
You must be blind to think that developers wouldn't take notice of a game that popularlized a genre on the market and ask themselves, "How can we use the IP we have to create a game similar to Skyrim?".
Why are you all so defensive about this?
>all these faggots don't realize that Zelda started "open world" in the 80s
Zelda is supposed to be high fantasy. TP was Dark Fantasy.
Can't wait to play with 8bit sword in Hyrule Warriors
Well combat needs to change too, that's a big no no, if Zelda U has the same shit as the other 3D games. I was able to beat that 3 headed dragon in TLOZ (NES) with just my wooden sword, and a lot of perseverance. I want it to be a challenge even with 20 hearts, but combat actually good enough to allow for me to kill even the final boss with early game items, albeit incredibly hard and after 100 deaths. It should have dungeons that you need items to get to as OPTIONAL.
TLOZ (NES) in 3D. Please, that's all I want.
I'd say it's almost certainly his starting gear. You started without the Hero's Tunic in Wind Waker, Twilight Princess, Spirit Tracks, and Skyward Sword. This will probably be similar
Well they need to get the 2mature3u stick out of their ass. There's not enough games these days that have a bright and vibrant color pallet. I'm so fucking sick of the grimdark browns and greys.
>being excited for Dynasty Warriors 76 (ft. Link)
I watched Gameplay on Twitch about 2 weeks ago from a dude who had a Japanese Wii.
It's the most mindnumbingly boring shit I cannot fathom why anyone in their right mind is excited about this...
>Oh wow look at all these cool grandiose powers
>Oh look at all these cool combos
>Oh...when do I stop doing the same thing over and over?
No, not really. It had some of the most numerous and obvious gripes of any 3D Zelda game, but what it did right, it did WELL.
The dungeon designs were fucking fantastic. The dungeon theming was unique in that many dungeons had two or more themes, something that typically isn't seen in Zelda. Time shifting pirate boat dungeon? Paradise/Underworld water dungeon? Electric time desert dungeon? The art styles were vibrant and colourful without becoming kiddy, and each dungeon had a uniquely different aesthetic.
The dungeon puzzles were great whenever they weren't making it blatantly obvious how to solve them. Many dungeon bosses were great, although some could be said to be underwhelming (scorpion, tentalus), or clones. Koloktos immediately comes to mind and just about any Ghirahim fight.
The swordplay controls were fucking fantastic, and TP could only wish to be as great. Sure, enemies eventually devolved into a simple game of simon says, but free range sword motion was still fucking great and a triumph of TECHNOLOGY.
I absolutely loved that the overworld was full of puzzles. Honestly, part of what was so disappointing for me with TP and WW was that they were so fucking EMPTY. Occasionally you'd stumble across a mandatory minigame, but all that travel time reeked of padding. Puzzles are a huge part of why I like Zelda, and I fucking loved SS for it.
I loved that items were upgradeable. I just wish that some of them got more use or weren't useless--whip, slingshot
I still prefer the old Twilight Realm that was to be completely black and white with the exception of Midna's hair, the twilight runes, and a few other elements here and there.
wow it's like you've never heard of Ultima
>skyrim released (2011)
>open world games suddenly popular
>devs now want to create open world experiences
B-BUT WHERE'S THE EVIDENCE?
Halo was released in 2001. Skyrim a full 10 years later. It's not possible to ride on the success of a genre 10 years after it was made. However, you cannot deny that there's been an influx of open world games thanks to Skyrim.
>It's not possible to ride on the success of a genre 10 years after it was made
What is Call of Duty for 500, Alex?
Other acceptable answers would be Street Fighter and John Madden.
I completely agree with you that Skyrim popularized open-world level design recently, but throwing GTA in that list as if it had even the slightest inspiration from any Elder Scrolls game doesn't help your argument at all.
It's being added in a patch to the Japanese version alongside bug fixes and a new mode of play. It's probably just another skin for the sword and will most likely play the same way.
This means it'll probably be a day one patch download in America
what if the game you can watch Link grow up from kid to adult to marrying zelda
or any girl of your choiceto old man who passes on his legacy to the next boy in green tights
So the fuck what? 13/14 of the games have been linear action adventures of extremely consistent quality. Also, there are very few action adventures like Zelda coming out, but plenty of open world games; I would rather not have the industry converge even more.
There's artwork (official artwork, and from the relevant years mind you) of Link being blonde in Legend of Zelda as well as Adventure of Link. I think he was meant to be blonde from the start.
But then they made it pink for some reason...
As for gripes however, I have plenty.
The Imprisoned probably could have been a little more threatening/imposing or less repetitive. Maybe not look like a sleeping bag with tumourous growths for feet.
Flapping for bird flight, while I mastered it, was kind of silly and frankly only made my camera go retarded whenever I did it. It should have either been a function of a button, or automatic when you flew up. Those alone would have significantly improved the flight experience.
I wish Fi wasn't Navi, but even more bland and annoying. Her character development could have been more obvious instead of a last minute thing, and maybe she didn't need to tell me how each and every single puzzle worked, or annoy me when my battery was low.
I wish the game didn't remind you what every single thing you picked up was. They could have very easily had a compact, miniature item screen pop up at the bottom right or something and have a graphic of an item swooshing to its spot, instead of going "YOU FOUND THIS BUG YOU ALREADY HAVE 50 OF, LET'S OPEN UP YOUR MENU AND FIND WHERE IT GOES!" every time you started the game up again.
I wish I didn't have to sit through a cutscene every time I accidentally ran off the edge of town at night. Frankly, I find it kind of silly that time never seemed to pass unless you slept, although I could live without it, but there was no reason to not at least EVENTUALLY let you go out at night, maybe finding ghost islands or some shit or new events.
Doing the same thing over and over is Dynasty Warriors. Hyrule Warriors at least has various objectives and bosses to fight. Did you not watch any gameplay videos that weren't just showing off a weapon?
I'm the one who made the original post about TP. Just, come on man, you know what I'm trying to say. Replace edgy with grimdark if it makes you feel better, the point doesn't change.
Did someone mention the timeline?
As I understood it, the siege of the castle had already succeeded. That's why Zelda was cowering in the throne room with a dozen nervous guards. That scene wasn't about a surprise attack.
>Oh...when do I stop doing the same thing over and over?
Link's hair is pink in ALttP due to palette limitations. And it changes color with every new tunic/mail you get, also due to palette limitations
I thought everyone knew this
You do realize they've been working on this literally since they decided to make the Wii U, right? That's years of refining, and refining some more, and refining what you just refined even more. That's all that's been happening. They know they have to bring their A game, and they're making it clear they aren't holding back.
As much as I enjoy dungeons, I think I enjoy the overworld of Zelda more. Those seem to be the most memorable aspects of the game, or at least in regards to the 3D games.
So I'm glad they're taking this approach. I'm curious to see what they mean by "making it feel real."
very rarely are zelda puzzles actually block puzzles, and when they are, there's usually some nuance to them or they're optional
besides, block puzzles actually require thought instead of just mashing buttons to kill millions of identical crash-test dummies
I know no one dies. I'm just saying Zant isn't "a 13 year old taking over the school". The castle has already fallen, and he's now heading in personally to negotiate with the vanquished ruler. The scene makes sense.
Babby difficulty with baby hints confirmed. You die once and they'll show you how to beat the boss, and there will be characters in each dungeon that show you how to complete it.
Trash game belongs in the trash. As expected of modern Nintendo. At least Sony and Microsoft don't treat us as babbies, but good goyim cash bags.
>there are various hacks that change his hair to blonde
>It changes color with every new tunic/mail you get
No, his undershirt, boots, belt, eyes, skin tone and hair stay the exact same colours. Pic related.
WW HD ran at 1080p though. And since they've already said that Zelda games don't really need 60FPS (or rather, don't expect 60FPS to be the norm), there's no reason for it to NOT be 1080p.
See, it's the opposite for me. WW, OoT, and TP have all been underwhelming for me exactly because of sparse, uninteresting overworlds, and of those three OoT was easily the best.
OoT aside, SS was my most-enjoyed overworld, sky and how each region was accessed aside. And this was for the very same reason that I love the dungeons - they tossed PUZZLES in the overworld! I fucking loved that.
>Then what is the black smoke grenade for, from which his crawling and fearsome minions rush out who proceed to choke guards?
To thwart the last stand that Zelda was obviously planning? They had a bunch of guards with spears and shields in formation, ready to defend the throne. Hard to just walk in by yourself when there's something like that on the other side of the door.
>And the way he "negotiates" is pretty edgy, too
Yes, it is. That scene is Zant's introduction, and establishes that he's a total cunt.
I like GOOD block puzzles. I also enjoy it when the blocks don't take a million fucking years to move.
OoT, while lacking in the latter, I typically enjoyed its block puzzles somewhat.
With ALBW they said that they liked 60fps.
Personally I prefer 60fps over 1080p because I don't see any difference between 1080p and 720p anyway, but holy shit does a game feel different if it plays at 60fps or at 30fps
Every game after it is basically a dumbed down experience with more focus on story and hand holding. Yes, there were a couple of improvements, that's fucking expected in sequels, but overall the first game remains the best.
Well he is evil. I mean, he's being tyrannical, that's not inherently edgy at all.
Surrender or die, your choice,
Zelda IS pretty slow paced. Every single 3D Zelda has been 30fps or below except ALBW and I haven't had an issue yet to be perfectly honest. Whatever they do I'll probably be fine with it. One area Zelda has always been fine in is art direction and animations.
If this means we'll get actual forests and none of those dated-as-fuck platformer-looking environments then I'll be happy.
They said they liked 60fps because of the way it looked in 3D, and because the old 2D Zeldas ran at 60fps and they were trying to replicate their feel.
I believe in Iwata Asks someone also specifically mentioned that they weren't trying to set a series precedent. I bet my balls that Zelda U will be 30fps like every other 3D Zelda.
I am so fucking excited. Zelda 1 hasn't aged well in the department of translation. The main problem with the original is with how open it is, you should be given a little direction at least to find hidden caves and such, but the hints were so poorly translated and made no sense. Now that we're in the future a bit, I'm sure we'll get that game Zelda 1 could've been fully realized into. No more will we have to burn hundreds of trees for bullshit keys. I love Zelda 1, but I definitely admit that it's aged poorly in a lot of aspects. Going back to play it or introducing the game to somebody is frustrating, as there is no clear way to go or what to do sometimes. Being forced to burn all these trees or bomb those walls trying to find that one cave can be really frustrating, so I'm definitely hoping they'll give you direction and hints in this game. Hell, I KNOW they will because the fucking Zelda team is smart as hell.
They went 60 for ALBW because of the 3D, touch inventory, and combat to feel as snappy as the 2D games.
They'll go for 1080/30 because they know that the fastest way to gain the attention of the mainstream audience is with impressive graphics.
The way I see it, and it's especially prevailant in the Blue and Red Mails, is that the head tiles of the sprite are probably assigned a different pallet. Even the Green Tunic's hat different compared to the tunic. My guess is that the pallet was used with the hat, leaving just one single colour for the hair.
The two BSx protagonists don't have this problem as their heads never change.
LttP didn't have hand holding you tard. That shit started with ocarina and really got crazy with twilight princess, which carried over into SS. Majoras mask didn't have much hand holding either.
Most Zelda games have actual forest in their betas before being cut due to hardware reasons (maybe). At least this time they MIGHT actually go for the full forest area they keep trying to do.
>didn't have handholding
>Link, I'm talking to you via telepathy. Go to the castle dungeon.
>Link, you need to go visit the Village Elder, here is the exact spot he is located on your map.
>Oh, he's not here, here's the real spot he's located at on your map.
>You need to get the spiritual stones, Link. Here are their exact positions on your map.
>Here's the location of the Master Sword too for later.
>Okay Link, you're in the Dark World. I'm going to mark your map via telepathy on the exact locations of every single maiden even though I really shouldn't have any possible clue as to where they are.
It is guaranteed to not be like Skyrim. Not only did Aonuma imply it multiple times, but the general way the games are played differ hugely. Also Nintendo tends to polish the shit out of their games unlike Bethesda who releases unfinished buggy products.
Thank you man, it always bugs me when I see people idolizing Zelda 1 when it's clear in retrospect that it has a ton of glaring flaws reflective of its age and platform limitations. I think there's a lot the Zelda team can learn from and take inspiration from in Zelda 1, but they will have to try to leave its flaws behind as well. And I'm sure they will
How do you think modern soldiers enter buildings? Smoke, flash or concussion grenades all day ere day.
Disorients and confuses the enemy and protects you. Legitimate tactic. And when it's black, evil, supernatural smoke I'd imagine it's also a little unnerving, then shit your pants worthy when a giant black demon bursts out of it.
This is reassuring.
"Open world" games are literally some of the worst. They tend to just have uninspired, copy-and-paste, shit level design and a bunch of shitty objectives you cross off a list and that only feel rewarding if you have OCD.
A world this is simply open and organic, with a finely crafted but open-ended quest line, is much better.
Quality over quantity, basically.
He does, most images people use give the impression of femininity. It's all about perspective, if you look at the picture at >>260246783
he looks more masculine, but pictures like OP's give the impression of femininity. It's all perspective
This is exactly what I hate, and Arin made a really good point about it, something being open world with objective marks in your map doesn't feel like you're exploring, it feels like a fucking tour.
Exploring shouldn't be something optional to gather rupees and pieces of heart, it should be something obligatory to beat the game like the first two Zelda games.
>Skyrim is the only game to have a forest in it
What the fuck am I reading?
LttP told you exactly where to go all the time, homeslice. You wake up, Zelda telepathically tells you to go to the castle. Get to the sanctuary, they mark Kakariko on your map and say "GO THERE". Then you get pointed to Sahasrahla, who sends you to the first dungeon and later to the library. All of the dungeons are marked on the map, and Zelda as well as Sahasrahla speak to you telepathically or through hint tiles to tell you what to do or give clues.
>Exploring shouldn't be something optional to gather rupees and pieces of heart, it should be something obligatory to beat the game like the first two Zelda games.
Your demographic has been dead since the dawn of 3D, doing that would be a waste of money for Nintendo.
>Hell, I KNOW they will because the fucking Zelda team is smart as hell.
I thought you were gonna say you know they will because of how all the fucking hand holding pretty much all 3D Zeldas have. Hell, I wouldn't have your concerns at all, you know they won't do that with a modern game no matter what are they trying to recreate.
The randomness of the emptiness was funny at times.
On one occasion I was wandering in some deep, snowy mountains along a trail when a party of revelers came by. They told me to rejoice at such a wonderful day to be alive and gave me free beer.
They walked five feet and were all mauled to death by Sabertooth Mountain Lions.
Exactly. I'd actually like to see hints like in Zelda 2, but you know, translated correctly. A guy says "I heard you can get that hammer in this area", you later come across a rock, put two and two together. I hope for an open system like Zelda 1, but to the point of being unfair, which is where the hint system of 2 could come into play. But you know, said better and not as flat out.
>There are people that think there will be a good 3D Zelda after Skyward Sword
The shitposters have entered the thread. Also, here's a link as to where Aonuma says, "We realize how much hand-holding has been in recent games, and are working out how to have less."
>See: A Link Between Worlds
>Draw distance isn't even five feet
>Art style hides it very well.
>Trees are flat textures
>Rocks with like 5 polygons.
The WiiU could definately handle this.
No it wasn't. The lighting was all off.
TP had a chiascurro style which relies heavily on contrast between light (Usually gold) and darkness.
The tech demo looked like TP only in it's generl design.
TP's textures were fucking garbage either on hardware or on Dolphin. At least SS looked legit amazing in an emulator, but Dolphin can't save TP.
It looked like a brighter TP, which would've helped a bit with the dull color scheme.
If they actually pull it off the game is going to get shredded in reviews from the "us gaymers" crews that write about games nowadays.
I'd like to see it because even the throwback to the SNES era, ALBW was a bit boring to me. I'm guessing it'll be a mostly by the numbers 3-D Zelda when it's all said and done though.
Everything he's said is usually true.
I think people are so ready to blame him when he's only been massively involved in a handful of zelda titles.
MM, WW, TP, and ALBW are the only zelda games he's had a truly active part in the development of.
A Link Between Worlds isn't any indication of concern that the next game for the Wii U won't have any hints like the first Legend of Zelda, how can anyone think that is beyond me.
>I'm guessing it'll be a mostly by the numbers 3-D Zelda when it's all said and done though.
I'm thinking maybe it won't be. Like, open world and non-linearity aside, I'm expecting some major fundamental changes just based on the interviews Aonuma was giving last year about development. It really sounded like his entire development philosophy for this game is "change it up".
>tfw we will never get another mature and interesting zelda like twilight princess
>Not wanting any hints at all
That's a bad thing though. In a game that's supposedly going to be open, you need some hints, or else you will be lost searching and bombing walls forever. You need at least some hints for a game that's going to be this open. ALBW was them figuring things out and thinking of ways to change the formula for Zelda U, and Wind Waker HD was them testing the graphical limits of the system.
I hope it's not TOO simple. I dunno, I like the complexity that later games brought in. And it's not like Zelda 1 is my FAVORITE Zelda. I don't even think it's most peoples' favorite Zelda.
>director was Fujibayashi (NOT Aonuma)
>built with the Wii audience in mind*
>built entirely around motion controls and the Wii motion +
>built on Wii hardware
>overworld as a puzzle
>Zelda for Wii U
>Director is Aonuma
>built with the core audience in mind*
>No emphasis on motion controls or peripherals
>built on Wii U hardware
>overworld taking inspiration from the original LoZ
>(also taking development inspiration from WWHD and Link between Worlds)
>"handholding isn't fun"
*Aonuma stated in interviews during the release of Twilight Princess that the controls were originally going to be more difficult, until it was ported to the Wii. This was because they considered the Gamecube audience "hardcore" and the Wii audience to be more wide-spread. If the Gamecube was considered "hardcore", it's safe to assume the Wii U is as well.
I'm sure there are some other tidbits to support my case but you get the picture.
yes i did. It was a completely new experience for me. As a kid i never really enjoyed many games so I never played games like that. That and I'm not too big on the original pokemon series.
Just dropping in to say that I liked the Ghibli vibes the teaser trailer was dropping
>Dat mononoke horseback archery
>Dat Laputan automaton
>Dat painting-like scenery
I dig it
Every Zelda has been as simple as reading a Dr. Seuss book. I hope they implement a challenge mode and a NG+ that adds extras and tons of unlock able items that you receive from skill based challenges like that sword master.
But none are as simple as the first was.
First game was really small and had extremely straightforward objectives, even compared to other Zeldas. The only parts that weren't simple were the parts that required you to make blind guesses, and that's not exactly "complex".
>>No emphasis on motion controls or peripherals
>>(also taking development inspiration from WWHD and Link between Worlds)
I do hope they use the gamepad for some optional motion controls though. First person aiming in WWHD was really fun. And I can even imagine them bringing back the beetle and using the gamepad to control it. One of the few good new items that SS did as well.
>concern that the next game for the Wii U won't have any hints like the first Legend of Zelda
What the fuck gave you the idea that there would be no hints in Wii U Zelda? Of course there will be hints you fucking tryhard chode.
They are taking inspiration from the OVERWORLD of the first Zelda game, that's all.
Not really, they're really low poly. It's made all the more evident in >>260252419
This game isn't gonna be an insanely high poly game. It looks to rely more on high quality textures.
Because that's fun. Should also give the choice of auto targeting but the wii u gampad is FUN for shit like that.
Though primarily I just like the gamepad for overworld maps and menus. Seems it's strong spot.
Quality work nintendo 6/10
Oh, I'm sure they'll implement a few uses out of the gamepad, both for gyro controls and touch screen purposes, but it won't be as intently focused as the Wii Motion Plus was with Skyward Sword.
It seems like their biggest focus this time around is the overworld and "breaking the mold."
>Those rocks don't have 5 polygons, they have at least 6!
Maybe that's their focus too? I know "breaking the mold" is a focus, based on Aonuma's interviews. A Zelda 1-esque overworld is also a focus. So is less handholding.
Focus focus focus
This. Not sure why link would cut it off, why not just take it out?
>based on Aonuma's interviews.
He never even implied it.
The 3D games already break the traditional mold of zelda games. The only things he's said about this one is that he's trying to make it more like older Zelda games.
>examining that screenshot of the overworld
>none of the houses are copy pasta'd
>the rocks are all different
>like 50 mountains and a bunch of valleys in the distance
I have this feeling this game is gonna take place like centuries after the original Zelda and Zelda 2, it's just got that mystique the NES games had. Whatever it is, they nailed it this time.
>mfw we finally get Pegasus Boots in a 3D Zelda and can use them to run across this entire world
>post yfw his pegasus boots animation is the sonic "arms out behind you" run
>He never even implied it.
He did more than imply, he stated it outright multiple times in multiple interviews.
>The more we change it, the more I get fired up. Having someone think ‘Huh? Is this Zelda?!’ at first, then ‘Oh, it is Zelda,’ is what we’re going for.
If you've been keeping up he's said a lot more than that.
And in fact, the only reference he's made to the older Zelda games is the very first one, and only in regards to the overworld.
He's been saying stuff like "handholding isn't fun", "if we don't change we might die", "making Hyrule into a setting never seen before", and "rethinking the roles of Link and Zelda, and making the game so that it is not immediately recognized as a Zelda game" pretty much ever since they announced the game's development last year.
i love reading nintendo articles when they say that they didn't do something because it wasn't fun. Gameplay over graphics all day every day
[Spoiler]even though the art style their going with looks great[/spoiler]
I love that overworld screenshot, it makes me want to investigate every nook and cranny. Especially that cave by the tree.
Having not played the game, what is the max possible damage and what actually does it? So a normal run has things which pull off 8 hearts a hit, and hero mode makes it quad damage?
Hence either after Zelda 2 or Skyward Sword.
Personally, my bet is that this'll be a distant sequel to Skyward Sword. Notice that the robot and Link's arrow (which isn't really an arrow but a dagger that Link found and strapped to an arrow) are the only high-tech looking things from the entire trailer.
Good to know that Nintendo finally realizes that Zelda is a western-dominated series and should stay that way.
Now if only they could stop trying to cater the games to Nips and their shit tastes.
>Good to know that Nintendo finally realizes that Zelda is a western-dominated series and should stay that way.
>Now if only they could stop trying to cater the games to Nips and their shit tastes.
I don't want Zelda to be a western kind of game. In fact that's one of my biggest worries for the new Zelda.
NoA told Aonuma about WW's reception, so TP was based of what the west wanted out of a Zelda game.
And then it ended up being one of the highest selling Zelda games.
Mainly because it was a Wii launch title but still.
I actually don't mind TP. The only thing I outright disliked about it as far as the series goes is the removal of magic, which seems to have become a standard now.
I'm more worried about the new game having even LESS cool magical shit in it, and favor technology instead. But my biggest worry is that they'll give it a loot system and RPG mechanics as the trend is with more western games lately.
Did you play ALBW? It's the best Zelda game in ages and makes me really excited for what the team has next. Yeah the series went a little wayward with PH, ST, and SS but hopefully it's back on track.
Item upgrades and enemy drops have been in the game from the beginning.
I'm more worried about number-crunching and having a billion fucking items that are the same shit you already have but with a tiny amount more damage output. Stuff like that just doesn't fit in the Zelda universe, at least in my opinion.
I've been thinking of playing through Twilight Princess and recording all of it (cutscenes and gameplay) and posting it to youtube or something. All in 1080p. Possibly 1440p.
So what's the deal with the cloak? Was it just for the reveal of new Link's design, or will it play a role in the game?
You have it the wrong way around
Pointing a flashlight in someones eyes to blind them is perfectly realistic, especially in the dark. But the sky having this eye straining glow is not realistic.
Hilda only told you your end goal once, and gave you a vague general direction to go in. She didn't endlessly harp on about what you needed to do to get there, nor did she solve puzzles for you. She basically filled Sahasrala's role from ALTTP.
I'm hoping they bring back the caverns filled with weird secrets from OOT and MM. There's nothing quite as satisfying as finding a well hidden Fairy Fountain and getting a kickass spell for your trouble.
...I like Zelda. Even though TP and SS disappointed me, there were still aspects about them that I liked. ALBW indicates that the developers finally have that fire lit under their collective asses again, so I'm going to be cautiously optimistic.
The random caverns are great, especially when they have weird things in them.
I just hope they have more/better rewards in them. Too many of them have rupees that nobody needs.
Some people think he's wanted or in hiding from someone, so he's wearing the cloak to conceal his identity.
I don't think anyone suspects it's an item since he throws it off so casually before taking down the monster.
This looks pretty damn far away. I wonder how big this game will be.
>At no point in time was the open world embraced as much as when Skyrim was released.
You clearly must not remember when the marketing for GTA III hit. People went APE FUCKING SHIT over that
>Star Fox era begins
>Star Fox era ends
Reminder what a console 2 gens back could do!
If this world is truly explorable and littered with smaller dungeonlike areas I will possibly never need another game to play ever again.
Please Nintendo, give me 100+ hours of Zelda goodness.