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The Legend of Zelda Wii-U Shown at Nintendo Digital Event ["2015"]

Papercuts

fired zero bullets in the orphanage.
There is no way this is going to be 1080p. WW was still using GC assets, low poly and all, and had some rough frame rate issues. Even disregarding this being made from the ground up on the wii u, it's looking to be more ambitious with what is all on the screen at once anyway.
 
Maybe that's really what I mean? Enemies tend to be pretty dumb and samey. If I were being a dick, I'd point out that games like Bayonetta or DMC have much more complex and interesting melee combat, but I absolutely do not want Zelda to try to be like that and I don't think it's a good comparison anyway.
Ok, I think we're actually in agreement then.

I think the biggest issue is the "one size fits all" difficulty level of enemies.
 
Ok, I think we're actually in agreement then.

I think the biggest issue is the "one size fits all" difficulty level of enemies.

3D Zelda games in general are really easy, yeah. I do think a more agile Link could spice up the combat, and the idea of a bow as your primary weapon has me pretty excited even if it's pure speculation.

I haven't played Twilight Princess in years, so maybe I have forgotten a lot of the combat mechanics.
 
Really? If somebody dug up his comment a year+ from now saying "SEE YOU WERE WRONG" the bigger embarrassment would be for the person bringing it back up.

wSvoup5.gif
 

Ryoku

Member
The game will look better then those shots when it comes out, those are not bullshots

They are clearly supersampled. Sure, the game could possibly be 1080p (still think 720p is more likely), and sure the game could end up having more impressive graphical fidelity--I'm not denying that. I'm talking about the image quality: the very obvious lack of any sort of aliasing in those images.

And yes, Nintendo has released bullshots in the past. Specifically, Skyward Sword.

Not denying that the game looks absolutely, breathtakingly stunning. And that confirmation from Aonuma is very comforting to hear. I just hope we can get a high quality direct feed video of the trailer :/
 

Ryoku

Member
There is no way this is going to be 1080p. WW was still using GC assets, low poly and all, and had some rough frame rate issues. Even disregarding this being made from the ground up on the wii u, it's looking to be more ambitious with what is all on the screen at once anyway.

You do have to take into account that Wind Waker HD was the team's first foray into Wii U development. Also important to note is that WW is capped to 30FPS not for performance issues, but rather the animations were done in 30FPS. But yes, there were some framerate issues that seemed out of place.
 

MattyG

Banned
I'll be very interested to see how much of the map this
XVO.png

represents. I really hope there's large bodies of water and big deserts (there will absolutely be one of the latter).

I made this suggestion a couple weeks ago in a speculation thread, and now that we know it's definitely open world I wanted to bring it up again. Transportation is obviously going to be a huge part of the game what with it's large, open map, but how many modes of transportation will there be? Usually we have just one, based on the region. In OOT and TP we have Epona due to there not being any bodies of water other than Hylia Lake. In SS we have the Loftwing, and in WW we have the boat. Could we finally get multiple methods of transportation in one game to go along with the open world?

I think it would be very interesting to kind of mix the different transportation methods we've seen in past games. For a majority of the game we could have Epona for land transport, and if there is a body of water larger than Lake Hylia (or maybe Lake Hylia is huge and has small islands in it), we could have a ship. Maybe this land (I assume it's Hyrule) has a railway system a la Sprit Tracks. Towards the end game, we could even get a Loftwing type creature for high speed transport.

If the world is really as large as it is seeming to be, and there are varied environments (which is only speculation on my part at this point), multiple ways to traverse the environment could really make the game feel like an epic (sorry to use that awful word) adventure and add a little variety to things.
 

Ansatz

Member
All of you guys thinking this won't have a traditional 3D Zelda camera system are out of your minds. There's no way it would have anything but that.

It happend to home console 3D Mario

Mario 64 - free 360 degree controls
Mario Galaxy - smart auto camera, it followed Mario's ass
Mario 3D World - fixed camera, but dynamic

Basically what I'm proposing is that when you make a 180 degree character turn, the camera will remain in the same position. This is true in all 3D Zeldas so far, but here's the difference, before you had the option to either manually rotate the camera with c-buttons/stick, or click once on Z-targeting which was the fastest way to center the camera. However in my system, you can do neither, instead what happens is that once your character starts moving into the new direction he's facing, the camera will realize this and slowly rotate to show you what's ahead of you. You have no control. I believe this is a real possibility.
 

LegendX48

Member
Has a high quality version of the reveal been posted yet?

Also, that pic with the Link and the bow, some rather jagged shadows on his/her belt though I dunno if that really counts.
 
It happend to home console 3D Mario

Mario 64 - free 360 degree controls
Mario Galaxy - smart auto camera, it followed Mario's ass
Mario 3D World - fixed camera, but dynamic

Basically what I'm proposing is that when you make a 180 degree character turn, the camera will remain in the same position. This is true in all 3D Zeldas so far, but here's the difference, before you had the option to either manually rotate the camera with c-buttons/stick, or click once on Z-targeting which was the fastest way to center the camera. However in my system, you can do neither, instead what happens is that once your character starts moving into the new direction he's facing, the camera will realize this and slowly rotate to show you what's ahead of you. You have no control. I believe this is a real possibility.

3D World designed it's levels in shallow 3D spaces for this reason. With a complex open world like this a camera system that isn't user controlled would be a disaster. There is zero chance that is happening.

I'll cite Sprawling Savannah from 3D world as reference. It was a big open area, and trying to move back towards where you start is a pain because you can't see where you're going.

Oh, I actually missread what you were saying. Sorry about that. I still think fully user controlled camera works much better for a game like this.
 
Has a high quality version of the reveal been posted yet?

Also, that pic with the Link and the bow, some rather jagged shadows on his/her belt though I dunno if that really counts.

Naw, still only the crappy SD stream. I don't know that they plan on releasing a higher quality version at this point.

And those jaggy shadows are pretty nitpicky! If the final game looks as good as those high-resolution stills, I will be elated.
 

atr0cious

Member
Dear Aonuma, please be designing a clamber system like Shadow of the Colossus so I can scale those mountains like a champ with NotLink.
 

Anth0ny

Member
I was expecting a teaser, and what a teaser we got.

There's not even enough there to really speculate on imo. Not much more than the information Aonuma gave us back in January 2013 when he first mentioned he was starting work on a Wii U Zelda, besides the art style, of course.

I want to believe we'll get more Zelda info/footage before next E3. I want to believe....
 

Ansatz

Member
3D World designed it's levels in shallow 3D spaces for this reason. With a complex open world like this a camera system that isn't user controlled would be a disaster. There is zero chance that is happening.

I'll cite Sprawling Savannah from 3D world as reference. It was a big open area, and trying to move back towards where you start is a pain because you can't see where you're going.

I believe that level merely has translation motion, the camera doesn't rotate. So if you turn and move backwards, the camera doesn't rotate with you to show you ahead. This is what the new Zelda would do. In other words, the camera is not fixed. With this system you can always see where you're going in an open environment solving that issue, but it's not you who's controling the camera.

Edit: ok yeah I saw your edit
 

Jagsrock

Banned
I was expecting a teaser, and what a teaser we got.

There's not even enough there to really speculate on imo. Not much more than the information Aonuma gave us back in January 2013 when he first mentioned he was starting work on a Wii U Zelda, besides the art style, of course.

I want to believe we'll get more Zelda info/footage before next E3. I want to believe....

Im almost certain we will. In fact I'm pretty confident there will be a zelda u direct months before e3. ALSO Maybe just maybe we'll get a little more info with a hyrule warriors direct?
 

MattyG

Banned
Dear Aonuma, please be designing a clamber system like Shadow of the Colossus so I can scale those mountains like a champ with NotLink.
If they actually did something like this... ohhhhhhh...
g7IsB.gif


I was expecting a teaser, and what a teaser we got.

There's not even enough there to really speculate on imo. Not much more than the information Aonuma gave us back in January 2013 when he first mentioned he was starting work on a Wii U Zelda, besides the art style, of course.

I want to believe we'll get more Zelda info/footage before next E3. I want to believe....
I honestly think we'll see or at least hear more about it in the next 2-5 months. I really doubt that they'll go until next E3 without saying a word about it.
 

Ryoku

Member
Why? Give me a reason.
I gave my reasons in my post following that which you quoted. There is no aliasing at all. Either the shots were taken at 1080p with 4x-8xMSAA or are downscaled from a higher resolution.

Also, downsampling doesn't affect shadow map resolution, which is why you can see the jagged shadows next to the belt.
 
I don't think that was "gameplay" in the strictest sense, but I can see how the horse-jump-arrow might be a gameplay mechanic if the combat is based around the bow like some have speculated.

Maybe, although Link or whoever the main character is has a sword, it's just not on their person, it's on the horse. So I'm not certain the bow being the only thing on the main character is a sign that the combat will center around it, I was thinking it could be more of a sign that your horse in this game will act as a kind of storage box and the amount of items you carry on yourself into dungeons and caves will be limited.

There was another poster earlier, Oatmeal, who said something similar as well.

That's why the horse in the video is carrying a sword (rather than the main character having it equipped.) along with a shield and I think a couple other things

The combat being centered around the bow would certainly be interesting, but I'm not sure I'd want that, I'm sure they would come up a good execution for it, but I want the game to have both melee combat and long range, assuming they want the bow to be important. I don't want on replace the other.

I know the combat in 3d Zelda games have had their problems, but I would rather Nintendo try to improve on that aspect rather then just throw it out in favor of redesigning the combat around the bow. I'm sure they could make it compelling and it would have an excellent execution, it certainly wouldn't be a deal breaker, it just wouldn't be my preferred option.
 
We aren't allowed to speculate? I have come to realize that track record is very important on this forum, I personally don't see the issue in being wrong. It's all about the reasoning based on the information you had available at the time, not whether you got it right in the end.

Sure. But this speculation isn't really based on anything.
 

Myriadis

Member
I hope it will be "soft-tiered" like in Zelda 1, meaning that some dungeons can be entered, but not beaten until you have an item/items from an earlier dungeon. Two of them even require an item from a previous dungeon to enter them.
 

Vyrance

Member
Game really does look beautiful. Only gripe is they need to tone down the bloom or the brightness or whatever that is. But other than that, damn good
 

Ansatz

Member
Guys remember one of the conventions of this Zelda that was supposed to be rethinked was the idea of playing by yourself, it's in the January 2013 Direct. What if the second player is this new bow-based character? Now what would be the best way to handle multiplayer in a 3D environment, surely it's not splitting the TV screen right? The answer is the system I described, similar to the recent 3D Mario titles.
 
Guys remember one of the conventions of this Zelda that was supposed to be rethinked was the idea of playing by yourself, it's in the January 2013 Direct. What if the second player is this new bow-based character? Now what would be the best way to handle multiplayer in a 3D environment, surely it's not splitting the TV screen right? The answer is the system I described, similar to the recent 3D Mario titles.

I thought about that too. It could be like Nintendo Land Battle Quest, but you can move around on your own.
 
So the bow character uses strictly the gamepad? You're still rendering the world twice.

Right, something like that might be too resource intensive, but I do not see them doing what you are describing though. Maybe for multiplayer. But for the way the camera works for the main player, it will be like it always has. That's my prediction.
 

Jagsrock

Banned
Guys remember one of the conventions of this Zelda that was supposed to be rethinked was the idea of playing by yourself, it's in the January 2013 Direct. What if the second player is this new bow-based character? Now what would be the best way to handle multiplayer in a 3D environment, surely it's not splitting the TV screen right? The answer is the system I described, similar to the recent 3D Mario titles.

What if player two is the horse and player one see's what "not link" sees from a first person perspective through the gamepad lol.
 

Chazprime

Banned
I'm not familiar with Wind Waker HD's development, but wouldn't it have made sense for them to use many of the original's 480P assets upscaled, rather than re-doing every single asset? That could explain many of the jaggies. I don't think an HD port should be used to judge the graphical fidelity of a game developed for an HD console.

Assets don't have a resolution. If Nintendo has an AA filter clean enough to smooth Zelda U this much, a simpler game like Wind Waker should be much smoother than it is.

These are bullshots.
 

Ansatz

Member
What if player two is the horse and player one see's what "not link" sees from a first person perspective through the gamepad lol.

Ohh I love that idea, that's the kind of asymmetric co-op I've been dying to see. Yeah one controlls the movement and one the aiming Nintendo Land style through the gamepad. You can still tune the experience to work in single player.
 
I'll be very interested to see how much of the map this
XVO.png

represents. I really hope there's large bodies of water and big deserts (there will absolutely be one of the latter).
You know, now that I'm looking more carefully that's an awful lot like OoT's Hyrule field. Ruins to the left look like Lon Lon Ranch, the forest path in the trailer is roughly where the entrance to Kokiri would be, Death Mountain has no ring but appears in roughly the same spot, the overhanging cliff that looks like it has a village on top is reminiscent of the overhang near the path towards Zora's domain, etc. It's not dead on, but the rough geography and major landmarks seem similarly placed.
 
You know, now that I'm looking more carefully that's an awful lot like OoT's Hyrule field. Ruins to the left look like Lon Lon Ranch, the forest path in the trailer is roughly where the entrance to Kokiri would be, Death Mountain has no ring but appears in roughly the same spot, the overhanging cliff that looks like it has a village on top is reminiscent of the overhang near the path towards Zora's domain, etc. It's not dead on, but the rough geography and major landmarks seem similarly placed.

Here's a better quality version of that in which you can see a castle, a lake, and other little things that may have been missed.

 
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