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ziran
Member
(08-29-2007, 06:39 PM)
NA - October 1st
Europe - October 19th


The Legend of Zelda: Phantom Hourglass NA site - from Nintendo's Zelda Universe.

Direct DL for video: http://zelda.com/universe/game/phant...mHourglass.flv

Wallpaper:

[IMG]http://i14.************/66wxowy.jpg[/IMG]


The Legend of Zelda: Phantom Hourglass European site - full site coming soon.

Direct DL for video: http://ms.nintendo-europe.com/zelda_phg/main.flv


Developer interview from Nintendo Dream, translated by Zentendo. It's lengthy, but good and worth a read:
Part 1 of 2
Part 2 of 2 (contains spoilers)

Some extracts:

ND: When did the development of this title start?

Iwamoto: It was around May 2004, right after we finished the Four Swords Adventures game. The DS hadn't been released yet and the game was in the experimental stage. We started by trying many ideas on how to use the stylus and the two screens.

Aonuma: There were many other DS games in development at the time, so we worked at a relatively easy pace. During the first year, we had a team of just five people.

ND: How did you end up with a game like this?

Iwamoto: At first we worked on creating a game that followed the connectivity style of Four Swords Adventures with the two screens, but then Mr. Aonuma suggested we didn't continue with that. He said we should think of a completely new Zelda gameplay that would become a DS standard. We didn't mind the simplicity, so we ended up with the idea of a stylus-controlled game.

Aonuma: When we decided to use just the stylus to control the game and after Fujibayashi joined the team, everyone worked on making that gameplay possible. We moved in that direction and in March 2006, Mr. Iwata said at the GDC that the game would come out that same year. But in the end, the release date was moved to 2007.

ND: Did you have a stormy passage during development?

Aonuma: No, the DS game was coming along nicely, but after finishing Twilight Princess, I wanted to get deeply involved in the development, so I delayed the release date.

ND: Having stylus-only controls was something daring.

Iwamoto: When we started experimenting with the stylus controls, there were still some buttons being used, but holding the stylus with one hand and pressing buttons with the other was a bit difficult. So, we decided we might as well forbid using the buttons.

Aonuma: I gave the order to forbid using the buttons (laughs). It takes some time to adjust the controls to be comfortable, be it buttons or stylus.

Iwamoto: In the end we assigned shortcuts to some buttons, but you can play without using them at all. Some people thought we should include the button input, but once we decided to use just the stylus, they didn't mention it again.

ND: The upper screen displays the sea chart, but it also shows other information, much like a radar...

Fujibayashi: Doesn't it give you the feeling the map's alive?

ND: Yes, it does. It's not a mere sea chart.

Aonuma: We didn't want to have an empty sea you just crossed to get from island to island. In order to turn the ocean into another "field," we included many elements, and it shows.

Iwamoto: That's a lesson we learnt from The Wind Waker... (laughs)

Everyone: (laughs)

Aonuma: Of course, that's fine. You can create some nice things after analyzing the past.

ND: Any parts in particular?

Iwamoto: Having a large space with nothing happening, making it difficult to fight enemies while moving, and the salvage part too...

Last edited by ziran; 09-03-2007 at 10:12 AM. Reason: updated
Thunder Monkey
(08-29-2007, 06:43 PM)
Thunder Monkey's Avatar

Iwamoto: That's a lesson we learnt from The Wind Waker... (laughs)

Everyone: (laughs)

:lol

Everyones biggest gripe about Wind Waker...

...that and the Triforce hunt.
Smiles and Cries
back to my old
nipples and tits
(08-29-2007, 06:48 PM)
Smiles and Cries's Avatar
cool what is the US date on this one?
ziran
Member
(08-29-2007, 06:54 PM)

Originally Posted by Smiles and Cries

cool what is the US date on this one?

NA - October 1st
Europe - October 19th

Can't wait, it sounds amazing! :D
Haunted
(08-29-2007, 06:56 PM)
Haunted's Avatar
so good.

Originally Posted by ziran

NA - October 1st
Europe - October 19th

Can't wait, it sounds amazing! :D

Fuck supporting my own market. I'm going to import this one. :D
joesmokey
Member
(08-29-2007, 07:02 PM)
joesmokey's Avatar
Great read, thanks for the link
Insaniac
Member
(08-29-2007, 07:05 PM)
Insaniac's Avatar
Do want! I've actually started playing AC again, have no clue why but the stylus controls of zelda made me want to play it haha!
Neomoto
Member
(08-29-2007, 07:24 PM)
Wow, Mei 2004 huh? That's really long for a handheld title.

Awesome wallpapers too. Thanks :)
KTallguy
(08-29-2007, 07:46 PM)
KTallguy's Avatar
If you own a DS, you owe it to yourself and the industry to buy and enjoy this game.
Xrenity
Member
(08-29-2007, 07:48 PM)
Xrenity's Avatar

Originally Posted by ziran

NA - October 1st
Europe - October 19th

Can't wait, it sounds amazing! :D

That's actually not that far apart...
Hmm, don't know if I'll import.
ziran
Member
(08-30-2007, 08:35 AM)
Another good interview with Aonuma about Phantom Hourglass, from Nintendo Online Magazine in Japan translated on Nintendo Europe. It was tucked away in the VIP lounge, so I've posted it for those interested.

[IMG]http://i15.************/68ktnhk.jpg[/IMG]

Nintendo Online Magazine: The Legend of Zelda: Phantom Hourglass is controlled with the DS stylus. But wouldn’t it be easier to keep using the +Control Pad?

Eiji Aonuma: "If you haven’t played Phantom Hourglass, you may have the impression that the game has been forcibly adapted just to suit the stylus and Touch Screen controls of the DS. Well, even among the development team there were those who thought the same thing at first, and of course there was a period during development when we re-examined the control method.

"I am fully aware of how well the +Control Pad worked with previous Zelda games, and there were times we thought that it might be easier to control the game using the +Control Pad. It did cross our minds that perhaps we should give up on the stylus control idea altogether.

"The process of making controls exclusively using the stylus and Touch Screen came about during development, once we felt confident that this method of control wouldn’t present any problems."

"The important thing to stress is that we came to feel that the stylus held more possibilities than the conventional control method - that it was inspiring all sorts of exciting gameplay ideas.

"While the player controls Link with the stylus, they can touch various objects on the Touch Screen and Link will react in a range of different ways. Basically, this method of control feels great to use. It removes the need to consider separately which way to move and then what sort of action to perform.

"We felt liberated from the slightly stilted convention that you had to first move up to any object in question and then press a button to make something happen. And the really interesting thing is that, as we worked on this system, it became a source of inspiration for all sorts of new ideas.

"For instance, when we were considering how best to control the boomerang, opinions would emerge quite naturally such as 'The player should be able to choose the path it follow when it flies...', or 'It would be great if it followed the line you draw on the screen!'

"I feel that while developing this game, we developed as a team as well. It's not as if from the start we had all known that the game could be totally controlled by the stylus. But in the end, precisely because the stylus was used for manipulating items and solving puzzles, we were able to pack the game with all manner of interesting things.

"I think that even if you are harbouring some doubts about stylus control for Zelda, once you have a go you will soon see how well it works."

NOM: Can you explain exactly how control using the stylus has added to the gameplay, and will it still have that essential 'Zelda-esque' quality?

EA: "While I wasn't certain about it from the start, developing this title for the DS really brought home to me the fact that a lot of the fun of a Zelda title lies in the complexity of the controls. But working on Majora’s Mask for the Nintendo 64 and then The Wind Waker for the GameCube in succession, I began to worry that, due perhaps to the growing number of buttons necessary to control the game, or the 3D environment, new players might find these games intimidating and avoid them. I felt that there were sure to be many players who thought 'Zelda looks fun, but there's no way I can play it', and give up before even giving it a try. For that reason, ever since then I have been thinking of ways to square this circle: how to make the controls easier without losing any of the unique fun-factor of a Zelda title.

"That’s how we hit upon using the stylus, which makes the game simpler to control without being inferior in any way to using the buttons. Thinking about it, the very first Zelda title for the NES was controlled using only the +Control Pad and the A and B Buttons, and that game was still a lot of fun.

"But this is in no way to suggest that you can trace a direct line between the original NES Zelda and Phantom Hourglass. In the Zelda titles up to now, there have been all sorts of different innovations, such as 3D gameplay; we have looked at these ideas and thought: 'We can use that!' Phantom Hourglass is an amalgamation of all these different elements from other titles which we have selected. If the Zelda series from the NES up to the 3D incarnations all form one continuous process of development, then I feel this title is a new development achieved by going back and then setting off again in a different direction."

"One aspect of what makes a Zelda game is that feeling of satisfaction – when you say: 'I did it!' – once you finally work out how to solve a puzzle after a lot of hard thought. To let the player experience that, there need to be all sorts of things the player can try: 'I wonder if this works...' But inevitably this means that the controls become complicated.

"If a player hasn’t grasped those complex controls and consequently cannot fully enjoy the game, it’s natural that some of them stop wanting to play the game. But I think there was a period when, without meaning to, we were developing Zelda games like this.

"In a sense, the DS has resolved those problems that had found their way into the games over the course of the development of the series; it has got rid of anything unnecessary, allowing the pure fun of Zelda to shine through. The elements that remain allow both first-time players and experienced players to enjoy the same feeling: the true pleasure of a Zelda title."

NOM: Is the only thing new about Phantom Hourglass the fact that you control Link with the stylus?

EA: "This time round, there is a dungeon with a time limit called the Temple of the Ocean King* which the player will enter on a number of occasions. It struck us that it would be interesting to see how the gameplay would differ if the player was racing against the clock in a dungeon.

"On top of that, we thought: 'What if we have enemies appear that can't be defeated?' You would have no choice but to run away, right? We thought that trying to clear the dungeon within a certain time limit, while also having to outrun an enemy, would really make the game exciting and fun.

"In a sense, this style of dungeon broke the 'promise' between the developers and players about what a Zelda dungeon should be like. For that reason, we thought it might be difficult for newcomers to the series. But, funnily enough, something that we discovered during development was that players who had never played a Zelda game before were relatively comfortable with this dungeon, whereas players who were familiar with Zelda would be taken aback and say: 'Hey! This is difficult! What’s going on?!'

"In this dungeon, it is very important to move in as efficient a manner as possible, so taking notes in order to solve puzzles becomes a very effective means of saving time. If you continue doing that, you will able to get through the dungeon increasingly quickly, and have the satisfaction of progressing deeper and deeper into the dungeon. This sense of achievement you get as you feel yourself developing in the game is actually a very important part of what makes a game 'Zelda-esque' and is something you can enjoy in this game in a new form."

[* In the Temple of the Ocean King, a curse means that even while Link is moving around as normal, his energy will be drained. The only ways Link can avoid losing energy are to move before the sands of the Phantom Hourglass run out, or to stay in the few remaining sacred areas of the dungeon unaffected by the curse. Ed.]

"In previous Zelda games, we couldn’t have puzzles which could only be solved by remembering information you gained earlier. For a start, the player wouldn't even know that they had to remember that particular information - if you told the player 'Make sure you remember this!' that could give away what’s in store later! (laughs) Of course it’s up to the player what they think needs to be remembered, but if a player hasn't memorised the correct information they could end up stuck. They would then have to go back to the place where they first learned that information and end up thinking: 'This game is unfair!' or 'There shouldn't be puzzles like this!' So in the previous Zelda titles, we always guaranteed that the clues would be hidden in the same place as the puzzle. But, because this time round the player can take notes, we have put in lots of things which the player should take care to remember.

"This addition has influenced many different aspects of the game, allowing us to include lots of ideas which have not been seen before in Zelda titles. But as taking notes is a new function in the game, you will get not-so-subtle reminders from the characters in the game to 'Make sure you note this down or you might regret it later!' (laughs)

"Due to this, the scope of puzzles has grown to encompass the entire gameworld. Once you have had one experience of solving a puzzle using a hint you noted in an entirely different area, you will learn to pay more attention to various things, increasing the overall scale of puzzle-solving."

NOM: Which aspects of the Battle Mode are most enjoyable?

EA: "As both the controls and the rules are very easy to grasp, this isn't a game where simply mastering the controls is going to ensure victory. But it is not true to say that this mode is overly simplistic. Actually, the very simplicity of the gameplay means that you can soon grasp the opponent’s tactics and the particular tics unique to them, giving the game real depth as a form of psychological battle. So it isn’t a matter of whichever player is the most skilled in the game’s controls always winning the day: even an experienced player can lose out to a beginner if they let their guard down.

"We wanted to make this a Zelda title which could be enjoyed by more than one player, so we developed the game to make use of the connectivity possibilities of the DS which allow both cooperative and competitive multi-player action.

"In the battles in this title, Link cannot see his opponents and must wait until they make a move. This was an idea that we have been sitting on for a number of years. There are also aspects of the multiplayer mode, such as taking the pieces of the Triforce back to your base, which connect the game to The Legend Of Zelda: Four Swords on the GameCube. The fact that one player controls all three Phantom Guardians pursuing Link brings in a cooperative aspect to the gameplay. While controlling the Phantom Guardians, the player can decide: 'Okay, you're responsible for this area!'

"And controlling Phantom Guardians, which are enemies that also appear in the main game itself, means that you can play the Battle Mode then go back to the Temple of the Ocean King in the game and find that you have picked up some useful tactics for defeating these enemies.

"Also, as you can customise the ship that Link controls, you can actually find new and unusual parts for the ship in the battles, so I think players will really enjoy the multiplayer mode."

In closing…

EA: "Every day, more and more people are telling me how daring we were to make a Zelda title controlled solely with the Touch Screen and stylus... (laughs) I’ve been really taken aback by it! As a result of our decision, the game differs substantially from Zelda titles of the past, but I think the finished product feels completely natural.

"Of course, I would highly recommend the game to anyone who hasn't played a Zelda game before. But I would also really like players who have fond memories of the very first NES Zelda to play this title. I think the pure fun which the early Zelda possessed has returned with Phantom Hourglass."

Last edited by ziran; 09-02-2007 at 08:52 PM. Reason: added NOM link and pic
ziran
Member
(09-02-2007, 11:40 AM)
European Site - with video, full site coming soon.

The video has parts which are new to me, and looks amazing! :D

Direct DL: http://ms.nintendo-europe.com/zelda_phg/main.flv

European Box Art:
[IMG]http://i14.************/2hedda0.jpg[/IMG]

NA and Australian Box Art:
[IMG]http://i18.************/4vnjixj.jpg[/IMG]
Smiles and Cries
back to my old
nipples and tits
(09-02-2007, 11:55 AM)
Smiles and Cries's Avatar

Originally Posted by ziran

NA - October 1st
Europe - October 19th

Can't wait, it sounds amazing! :D

the day before my birthday :D
rdellw
Member
(09-02-2007, 11:59 AM)
Damn, so the european version shares the JP box? Now i'm not sure on importing anymore.
Dalthien
Member
(09-02-2007, 11:59 AM)
Great interview with Anouma.

I love the way he compares the feeling of the experience to the feelings that were generated the first time one played the original Zelda on the NES.
Panajev2001a
GAF's Pleasant Genius
(09-02-2007, 12:04 PM)

Originally Posted by ziran

European Site - with video, full site coming soon.

The video has parts which are new to me, and looks amazing! :D

Direct DL: http://ms.nintendo-europe.com/zelda_phg/main.flv

European Box Art:
[IMG]http://i14.************/2hedda0.jpg[/IMG]

NA and Australian Box Art:
[IMG]http://i18.************/4vnjixj.jpg[/IMG]

The European box art is the better one, but the European DS game boxes are way too thick compared to the slimmer NA DS game boxes... :(.
nofi
Banned for kicks
(09-02-2007, 01:59 PM)
nofi's Avatar
Looks like I'm buying this again, then. Finished the JP version, now I enjoy it with a storyline too!
Bliddo
Member
(09-02-2007, 02:07 PM)
Bliddo's Avatar

Originally Posted by ziran

Europe - October 19th

Can't wait, it sounds amazing! :D

Hell yeah, HL:Orange box and zelda:PH
Filter
Member
(09-02-2007, 02:09 PM)
interesting read. I guess it's possible that a new Wii Zelda could be controlled with just the pointer and a few gestures.
VOOK
We don't know why he keeps buying PAL, either.
(09-02-2007, 02:12 PM)
VOOK's Avatar
Aussies get the US one, with big stinking Green OFLC logo.

ziran
Member
(09-02-2007, 08:46 PM)

Originally Posted by Dalthien

Great interview with Anouma.

I love the way he compares the feeling of the experience to the feelings that were generated the first time one played the original Zelda on the NES.

Yeah, many of the recent interviews from Nintendo have been great, like the Iwata Asks, Iwata and Itoi and these Aonuma and Zelda team ones.

They give you a real insight into what went into the games.


Originally Posted by Filter

interesting read. I guess it's possible that a new Wii Zelda could be controlled with just the pointer and a few gestures.

I'm really looking forward to seeing what Aonuma does with a new Zelda on Wii, I'm expecting something amazing and equal in innovation to Phantom Hourglass.
ethelred
Member
(09-02-2007, 08:49 PM)
ethelred's Avatar

Originally Posted by ziran

I'm really looking forward to see what Aonuma does with a new Zelda on Wii, I'm expecting something amazing and equal in innovation to Phantom Hourglass.

To be honest, I'm more looking forward to the next DS Zelda than I am a new Wii game.
Amir0x
demodded, not denutted
(09-02-2007, 08:54 PM)
Amir0x's Avatar
no ethelred no!

Cel-shade Zelda with Wind Waker true glory, only possible on Wii. Do not jinx possibility :(
SantaC
Banned
(09-02-2007, 08:56 PM)
SantaC's Avatar

Originally Posted by Amir0x

no ethelred no!

Cel-shade Zelda with Wind Waker true glory, only possible on Wii. Do not jinx possibility :(

agreed. The best experience still comes on console even though TP was disappointing (for me)
Amir0x
demodded, not denutted
(09-02-2007, 08:59 PM)
Amir0x's Avatar
oh i'm not saying they shouldn't make more handheld Zelda's (ALTHOUGH GO 2D PLEASE), i'm just saying I so totally want a cel-shaded Zelda for Wii waaay more than anything else. Plus, being built for the ground-up for Wii, it would probably avoid much of the gimmicky pitfalls of the Wii TP versions
ethelred
Member
(09-02-2007, 09:00 PM)
ethelred's Avatar

Originally Posted by Amir0x

no ethelred no!

Cel-shade Zelda with Wind Waker true glory, only possible on Wii. Do not jinx possibility :(

Well, I am. For a number of different reasons.

First, we're not going to get the "Wind Waker true glory" on Wii anyway -- they've already said they're not going to be doing "toon shading" on the home console Zeldas anymore. I guess they still feel burnt by Wind Waker. Once bitten, twice shy.

Second, by all accounts Phantom Hourglass makes quite a few changes to the standard formula in a way I don't think they'd feel free to do in the next console title. I'm more interested in seeing that formula continually shaken up at this point. I think partly it's because developing it as a handheld title gives them a bit more freedom, and partly because there are different people making it and that brings in new creativity.

Third, Wind Waker and Twilight Princess, while fantastic games, both had a lot of fat that needed to be cut. PH is looking to give me the same epic experience only more presented more concisely.

And fourth... well, I just plain like the DS more than the Wii, and I'd rather get better games for it. I'm sure they'll make another Wii Zelda, obviously, and I'll get it, but I'm just more interested in seeing them do another DS game.

Oh, also, PH seems to, despite being superficially 3D, take more design cues from A Link to the Past and Link's Awakening than from the full 3D Zeldas, so that also makes it better in my book.
Last edited by ethelred; 09-02-2007 at 09:09 PM.
Alpha_eX
Member
(09-02-2007, 09:02 PM)
Alpha_eX's Avatar

Iwamoto: At first we worked on creating a game that followed the connectivity style of Four Swords Adventures with the two screens, but then Mr. Aonuma suggested we didn't continue with that. He said we should think of a completely new Zelda gameplay that would become a DS standard. We didn't mind the simplicity, so we ended up with the idea of a stylus-controlled game.

Aonuma you bastard!
jaundicejuice
Member
(09-02-2007, 09:35 PM)
jaundicejuice's Avatar
Watching the trailer for Phantom Hourglass is giving me the irrational urge to replay through Wind Waker. Love the visuals of both, I just hope that PH is a much more enjoyable experience overall than Wind Waker was. Going by Sp0rsk's thread o' love it should be and at 35$ it'll be kind of hard to pass up.
Crushed
Banned
(09-02-2007, 09:38 PM)

Originally Posted by Alpha_eX

Aonuma you bastard!

SantaC
Banned
(09-02-2007, 11:06 PM)
SantaC's Avatar

Originally Posted by ethelred

they've already said they're not going to be doing "toon shading" on the home console Zeldas anymore.

wtf, when did they say that?
Christine
(09-02-2007, 11:46 PM)
Christine's Avatar

Originally Posted by ethelred

Third, Wind Waker and Twilight Princess, while fantastic games, both had a lot of fat that needed to be cut. PH is looking to give me the same epic experience only more presented more concisely.

I agree that TP was pretty oversize, but Wind Waker actually felt like it needed more linear content. Another dungeon mission instead of hunting Triforce shards would have done a good deal for the pacing, I think.
Mike D
Member
(09-03-2007, 05:05 AM)
Mike D's Avatar
Part 2 of the Nindori interview:
http://www.zentendo.com/news.php?newsId=267
Rancid Mildew
Member
(09-03-2007, 05:21 AM)
I've been trying to stay away from all PH related media but reading this makes me happy. Getting rid of heart pieces is the right thing to do in my opinion.
Johnas
Member
(09-03-2007, 05:23 AM)

Originally Posted by Rancid Mildew

I've been trying to stay away from all PH related media but reading this makes me happy. Getting rid of heart pieces is the right thing to do in my opinion.

What? Is that typed out somewhere above? I read a lot of it but did some skimming too.

I always liked hunting for heart pieces.
Rancid Mildew
Member
(09-03-2007, 05:26 AM)

Originally Posted by Johnas

What? Is that typed out somewhere above? I read a lot of it but did some skimming too.

I always liked hunting for heart pieces.

ND: There are many new challenges, but the heart pieces are gone. Why's that?

Iwamoto: We thought it wasn't worth it to include many heart pieces. Instead of that, we decided to have hard challenges that would give you a heart container as a reward. Wouldn't you feel happier that way?

That's from the interview link in the OP.

I guess I liked the aspect of trying to find them but I always felt annoyed when I didn't have enough to get a full heart container. Apparently, the heart pieces have been replaced with other unique rewards which makes me happy.
beef3483
Member
(09-03-2007, 05:31 AM)
:lol A guy named Iwamoto. You know he is destined for great things at Nintendo.
Suburban Cowboy
(09-03-2007, 05:31 AM)
his name is Iwamoto? So the japanese really have mastered the fusion technique...
Johnas
Member
(09-03-2007, 05:34 AM)

Originally Posted by Rancid Mildew

That's from the interview link in the OP.

I guess I liked the aspect of trying to find them but I always felt annoyed when I didn't have enough to get a full heart container. Apparently, the heart pieces have been replaced with other unique rewards which makes me happy.

OK, in that case it sounds like they did a good job.

I really like the fact that he says he wants people who began Zelda with the NES game way back when (like myself) to play this game and see if they get a similar feeling. That's pretty intriguing.

:lol I honestly thought Iwamoto was some abbreviation for Iwata/Miyamoto at first.
beef3483
Member
(09-03-2007, 05:44 AM)

Originally Posted by Amir0x

oh i'm not saying they shouldn't make more handheld Zelda's (ALTHOUGH GO 2D PLEASE), i'm just saying I so totally want a cel-shaded Zelda for Wii waaay more than anything else. Plus, being built for the ground-up for Wii, it would probably avoid much of the gimmicky pitfalls of the Wii TP versions

If they do that then they better change some character models, Link most especially. That was my only gripe. The character models gave the game a more light-hearted feel that was off-putting for me. I liked the more serious style of OOT. Cel-shaded Zelda = teh suck.

The cel-shaded environments were awesome though.
Johnas
Member
(09-03-2007, 05:57 AM)

Originally Posted by beef3483

If they do that then they better change some character models, Link most especially. That was my only gripe. The character models gave the game a more light-hearted feel that was off-putting for me. I liked the more serious style of OOT. Cel-shaded Zelda = teh suck.

The cel-shaded environments were awesome though.

Bolded part=NO

You realize, though, that the art style complements the graphical choice and vice versa? I do agree that some of the characters were fugly, one thing I have a bit of a problem with in the last couple of Zeldas is the "wacky humor" they insert. It's something that older Zelda games like Zelda I and LttP didn't have, and I think were better for it.

Or are you suggesting something more along the lines of what TP did, with its very slight cartoony vibe but a more realistic style? I still hated some of the character models in that game.
Last edited by Johnas; 09-03-2007 at 06:00 AM.
Amir0x
demodded, not denutted
(09-03-2007, 05:59 AM)
Amir0x's Avatar

Originally Posted by beef3483

If they do that then they better change some character models, Link most especially. That was my only gripe. The character models gave the game a more light-hearted feel that was off-putting for me. I liked the more serious style of OOT. Cel-shaded Zelda = teh suck.

The cel-shaded environments were awesome though.

i have no problems with him at all. He was by far the most emotive of any Link up to this point, and it reflected the tone of the game and series quite well. But either way, that Link is not a requirement... just that they make sure the entire game is cel-shaded on a platform that can actually do it justice.

Also, cel-shaded Zelda was rad...
Error
Jealous of the Glory that is Johnny Depp
(09-03-2007, 06:01 AM)
Error's Avatar
I hope they go crazy with the Wii Zelda, fuck recycling the OOT formula make something totally new.

Originally Posted by ethelred

Second, by all accounts Phantom Hourglass makes quite a few changes to the standard formula in a way I don't think they'd feel free to do in the next console title. I'm more interested in seeing that formula continually shaken up at this point. I think partly it's because developing it as a handheld title gives them a bit more freedom, and partly because there are different people making it and that brings in new creativity.

I think you miss the part where they said the next Wii Zelda is going to be really different from the other ones.
Last edited by Error; 09-03-2007 at 06:07 AM.
ethelred
Member
(09-03-2007, 06:28 AM)
ethelred's Avatar

Originally Posted by Error

I think you miss the part where they said the next Wii Zelda is going to be really different from the other ones.

Could be. We'll see. I certainly hope it is. I didn't miss them making the claim -- I'm just not sure how much freedom they're really going to feel they have to be creative, and as I said, part of what I think might've helped Phantom Hourglass is new blood.

But that was only one of the several reasons I listed out, wasn't it? Bottom line I'm just more excited to get more DS Zeldas than another Wii Zelda. I'm not saying I don't want a new Wii Zelda, or that the Wii Zelda will be bad, or that no one else should want a Wii Zelda more -- I'm just saying I'm more personally interested in getting more on DS.
traveler
Not Wario
(09-03-2007, 06:34 AM)
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How the hell am I going to have time to play this, Halo 3, HL2: EP2, TF2, and Portal all within the space of two to three weeks?
apujanata
Member
(09-03-2007, 06:39 AM)

Originally Posted by ethelred

Could be. We'll see. I certainly hope it is. I didn't miss them making the claim -- I'm just not sure how much freedom they're really going to feel they have to be creative, and as I said, part of what I think might've helped Phantom Hourglass is new blood.

But that was only one of the several reasons I listed out, wasn't it? Bottom line I'm just more excited to get more DS Zeldas than another Wii Zelda. I'm not saying I don't want a new Wii Zelda, or that the Wii Zelda will be bad, or that no one else should want a Wii Zelda more -- I'm just saying I'm more personally interested in getting more on DS.

My own situation a little bit different. I have too much DS game. I want more console gaming (especially Wii). Fire Emblem :Radiant Dawn and a brand new Zelda on Wii will do that for me. (and brawl, of course). I don't really care whether it is cell shaded or realistic, but I really like the facial expression of WW Zelda, especially the part where the eye movement tell you where you should find the solution to the unsolved puzzle.
Scrow
Still Tagged Accordingly
(09-03-2007, 06:42 AM)
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Originally Posted by traveler

How the hell am I going to have time to play this, Halo 3, HL2: EP2, TF2, and Portal all within the space of two to three weeks?

focus on one at a time and finish it before moving onto something else.
traveler
Not Wario
(09-03-2007, 06:43 AM)
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Originally Posted by Scrow

focus on one at a time and finish it before moving onto something else.

That would be simple enough if it weren't for the fact that two of those titles are multiplayer centric.
Error
Jealous of the Glory that is Johnny Depp
(09-03-2007, 06:45 AM)
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Originally Posted by ethelred

Could be. We'll see. I certainly hope it is. I didn't miss them making the claim -- I'm just not sure how much freedom they're really going to feel they have to be creative, and as I said, part of what I think might've helped Phantom Hourglass is new blood.

But that was only one of the several reasons I listed out, wasn't it? Bottom line I'm just more excited to get more DS Zeldas than another Wii Zelda. I'm not saying I don't want a new Wii Zelda, or that the Wii Zelda will be bad, or that no one else should want a Wii Zelda more -- I'm just saying I'm more personally interested in getting more on DS.

Im pretty sure that after TP disappointing sales in Japan (by their standards) and PH success, they will have a lot of freedom creativity wise for the next Zelda on Wii.
Scrow
Still Tagged Accordingly
(09-03-2007, 07:12 AM)
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Originally Posted by traveler

That would be simple enough if it weren't for the fact that two of those titles are multiplayer centric.

leave those till last.

split your time between them as you wish once you've completed the single player centric titles.
Phaethon0017
Member
(09-03-2007, 07:17 AM)
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Looks like I'll be picking up a DS Lite on October 1st.