>>323195173 I want it to be like Xenoblade Chronicles X (Open world, quest pickups instead of going on a questline only, side objectives like exploration) but without the tech and scaled to be accessible without a Skell, with traditional Zelda combat (No waiting for abilities while your character auto attacks).
Honestly, after finally getting around to playing A Link Between Worlds, I'd be perfectly happy just getting that in 3D. Some likable characters would be really nice. For some reason, characters like Midna, Ezlo, and Tetra, ones with actual personalities, only seem to show up once in a blue moon.
Choices, gay romance, a trans character, make zelda black, remove the dungeons they are too hard, tone down the violence, allow me to negotiate and romance bosses, generally speaking more feminist themes.
>>323200717 There's a difference between the non-linear nature of some of the older Zelda games and the "expansive open world" style of games coming out today. Personally, I don't want Zelda to be like Skyrim, with a big empty world and radiant quests and stuff. I want them to successfully translate the world design of Link's Awakening and A Link Between Worlds into 3D. Somewhat non-linear, but small enough that there's a lot of polish, and little hidden grottos and secrets to discover all over the place. Those games ended up feeling much larger than they really were, and encouraged real exploration, as opposed to just making a beeline for the closest map marker and ignoring all the empty space on the way.
>>323197970 I think he means "Hey go get these 4 legendary keys that aren't exactly keys but only serve the function of safeguarding the Master Sword but for some reason are stored in dungeons we didn't bother to defend".
>No gimmicks >No repeating things over and over like in most Nintendo games lately >Tons of sidequests with good rewards and not stupid happiness points or whatever >Decent dungeons >A story that doesn't dissappears past the third dungeon >Some customization: different weapons, shields, etc
>>323201461 Wasn't me, but I think it's become a pretty popular opinion among fans lately. I think A Link Between Worlds really did end up waking up a lot of people and make them think, "Oh yeah, this is why I became a Zelda fan in the first place." I haven't heard people say it needs to be "more like Dark Souls and Skyrim," in a long time.
>>323197970 Quests as checklists. Modern RPGs have done this increasingly since WC3 gave everyone "!" fever.
Its one of my least favorite bits of game design.
>Run around area clicking on "!"s >Revel in the immersive nature of watching a grocery list grow on the right hand side of your UI >Follow the dots on your map clearing colored patches >Kill 32 lions for their teeth >Collect 5 twigs from snarlberry bushes >"Find" the little ghost girl's lost dolly (clearly marked on your map)
Its a pox upon gaming and it has become synonymous with open world. I do not want this for Zelda.
>>323202051 Zelda games don't usually have a large amount of NPC-related sidequests anyway (except Majora's Mask, since that was the whole point). I'd prefer it if the "sidequests" remain things like "figure out how to open the chest behind all these rocks," since that's what Zelda is to me. Maybe the occasional goofy bit like "give the talking alligator in a sombrero some dog food so he'll give you a banana that you can give to the monkey to let you into the castle" sort of sidequest will be nice once in a while, though.
I just want IT. I love Zelda games. I don't care if people think some are shit and whatnot. I have personally enjoyed every single release and it has cemented itself as my favorite series. I will look forward to the music in Zelda U. I like how they keep consistent tunes but change it up.
>>323202419 don't worry anon, the companion is Epona, the first Zelda character with a voice actor who speaks in sentences, giving chuckly one liners no matter where you go, it will interrupt you with a funny joke/pun, but in the end we'll find out the secret metaphysical origin of Epona, something all fans of Zelda have wanted since LttP
>>323203202 Why no romance? It doesn't have to be involve Link.
Personally, I just don't want enemies to be a complete joke with their general attack design or be able to cheese the bosses. It's fine if they don't do too much damage in normal mode, but at least make them require skill to dodge.
>>323206771 It would make sense if they made it into a clear plot point, or just her general personality, but I agree with you otherwise. Skyward Sword was pretty good with the execution of it (although a choice ending would have been nice).
>>323208063 Gamefaqs had Zelda: Working Title as a message board up right after the E3 05 reveal. So for like a year and a half that was how we knew the game. When the name was revealed, there were a shit ton of "TP for my bunghole" and "PRINCESS IN MY ZELDA TITLE, SRSLY?" threads throwing a hissy fit over it.
Nintendo reeled in all the kids who hated the "kiddy" art style of Wind Waker, then gave them a bretty bretty fairy princess title. They were upset.
>>323209226 I have a Wii U, and I know it's not going to happen unless it's on both, but I just figured after all this time they might as well just delay it even more and launch it on the NX instead. Give it a strong, exclusive launch title.
LoZ combat in a multi-tiered vast world, but I would love to see the game do something like:
>after seemingly completing the main questline, with a full toolset, a second half to the world opens up to Link with challenges and obstacles that require you to use the tools you have already gathered to the very best of your ability
But really at this point I'm just desperately hoping the game won't be skyrimized.
Tons of dungeons with interesting puzzles. Multiple options from the getgo, but require more items as the dungeons get tougher (avoids ALBW's easy dungeons designed for everybody to visit the first time)
Combat like Twilight Princess but the moves are used more often with shielding enemies.
Classic items used in interesting ways that aren't slow and cumbersome. (Skyward Sword: Bomb rolling yes, Beetle no).
I want Hyrule Field to be kind of open, but for there to be towns and fields with enemies that I can attack with my horse to break up the boredom.
If you're gonna make me trek everywhere, give me a fast travel and a horse whistle. Put stuff like rupees and pieces of heart in the field to reward those who explore.
No waggling, just traditional combat. Maybe let people use the Gamepad to aim.
40 hearts, but enemies do shitloads of damage (give people more incentive to collect Heart Pieces, more satisfying to see your health grow)
NX port at 1080p 60 FPS (Not gonna happen, but a man can dream)
Weapon/sword upgrades from ore like in A Link to the Past/ALBW, but have like six different ores for more collecting from dungeons.
NONE of this will happen (except for sword on B) and there'll be shitloads of wagglan, a huge world that looks like shit with nothing in it, and new items that are slow and boring to control that nobody wants to use.
I could see this being blended with the Master Quest mentality to create a second quest of sorts where you can revisit every dungeon and access a twisted version of sorts rebalanced for an endgame Link - all dungeons require skillful use of multiple items and damage ratios are balanced to assume you have max hearts and all the best equipment, AND be dangerous based on that assumption. It'd be amazing.
- Make the plot vaguely related to other games, don't consciously slot it into the timeline, let the player use their imagination - Exposition at the beginning should last 5 minutes tops - Be imaginative with environments, don't give all the dungeons generic elemental themes - Hero mode unlocked from beginning - Said hero mode should make enemies more aggressive and resourceful with their attacks instead of only making them hit harder - There should be useful and trivial info on all enemies, whether it comes from a partner or a bestiary or other NPCs - BOSS SUBTITLES - A rupee sink for endgame spending (like a figurine lottery or some endless trade cycle) - Cave of Ordeals - Combat should avoid QTE - Make all of your swanky moves necessary at some point or agaist certain enemies, no optional stuff - Allow the picking up of enemy weapons - Keep first-person bow/hookshot/whatever shooting as an option - Bring magic back, don't limit spells to combat use; put in some magic-based puzzles - NPCs should have fleshed out backstories, and there should be evidence that they interact with one another as well as Link - Sidequests should revolve around, and should fill up about one third of the game - Make some NPC interaction have amusing consequences elsewhere (THIEF) - More flirty girls, more than OoT had - Give items a regular use in combat and generally outside of puzzles, no fucking spinners or dominion rods that look awesome but you can only use once - Layered dungeon design, secrets are revealed by items you won't always have on your first run - If there MUST be a partner, they should be snarky, those are the only partners that ever worked (Linebeck, Midna, Tatl and Ezlo for example) - The overworld should be big with many secrets strewn across it. It shouldn't feel like a "hub" - Make the puzzles and dungeons HARD, make it HARD and make them involve multiple items
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