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Breath of the Wild is the official subtitle for Zelda U/NX, first gameplay trailer

Source: I played the demo on Tuesday.

I didn't see a shield bash, but it might be used in an unorthodox way this time.

Other walking controls, for those who are wondering

A button: Action (Talk / Pick Up)
B button: Sprint
X button: Jump / Dodge
Y button: Attack w/ melee weapon
Start/+: Menu
Select/-: Map
D-pad: Press in various directions to bring up quick equip window, use R-stick to select
L button: Can't remember...
R button: Use Rune (I think? Might be L button)
ZL button: Lock-on / Shield (if equipped)
ZR button: Use equipped arrow, aim with gyro/R-stick
To add a bit further...

Dpad:

* Up = Rune selection screen.
* Left = Shield selection.
* Right = Weapon selection
* Right (With Bow Drown) = Bow selection.
* Down = i don't know. Food/Body Equipment would make more sense than with + .

X = Jump and climb.

R shoulder = Throw handed weapon or carried object.

L = i think is for rune? Press L to enter Rune targetting, press A to use.

Shielding is Twilight Princess automatic. Are you certain Lex?
 

Addi

Member
Just some random speculation/wishful thinking:

As some people have be saying, if the villages and towns are not shown because of their relation to the plot, they might have to be revived or repopulated (following the resurrection theme). This is a post-apocalyptic world meaning maybe Ganon won, but as Ganon always comes back, this time it's Link's turn to come back and challenge the established world.
In the trailer you see a LOT of guardians. There might have been a gigantic war 100 years ago.

Aonuma said in a quote (it's somewhere in one of the threads, don't remember where) that you'd want to replay Twilight Princess. In TP you have the resistance, a group of rebels that help Link in his fight. What if your job in BotW is to create a new resistance, traveling to all the corners of the world and create an army of all races and species to regain control of Hyrule castle? A HUGE war on the field in front of the captured city?

Link has never had a lonelier start to a game, the goal has to be the opposite. I just want Link on a horse, in front of a gigantic army with wolf link by his side GOT/LOTR style.
 
* Up = Rune selection screen.
* Left = Shield selection.
* Right = Weapon selection
* Right (With Bow Drown) = Bow selection.
* Down = i don't know. Food/Body Equipment would make more sense.

X = Jump and climb.

I think this is all correct, too. I'll make a point to check today.

R shoulder = Throw weapon or carried object.

L = i think is for rune? Press L to enter Rune targetting, press A to use.

Shielding is Twilight Princess automatic. Are you certain Lex?

I'm gonna have to try throwing a weapon today, methinks. =)

And, yes, it's automatic like Twilight Princess.

: O

Thanks for the impressions. :)

Absolutely awesome! It'd be great if there was a collection of GAFfers' impressions of the game demo put all together! I don't know how many people actually got to play from here with those crazy lines, but it'd be nice to have them all together to discuss and hear your impressions and talk them out. You spelled out everything so great! I swear, every new thing I hear or see just hypes me more and more.

How long did they give you to play?

Thanks, guys! I give other thoughts along with my colleagues in the podcast I'm on (Nintendo Week), so please check that out if you have time since I might have forgotten some stuff.

@OrbitalBeard: I'm still a little cautiously skeptical about combat, since I don't know how the game balance act will actually play out across the huge world. So who knows, maybe the Claymore lets you wreck everything within a couple-mile radius. And the combat still isn't "hard" per se (in a 20-minute demo you feel rushed and will probably make more mistakes) just much less forgiving than in past games.

There were two 20-minute sessions:

- In the first, they gave you some starting equipment/spells and had some of the content already completed, then started you somewhere out in the field so you could explore more of the world more easily.

- In the second, they start you from the opening scene where Link wakes up, and it's like you're playing the game for the first time.
 

Eradicate

Member
just waiting to hear about the NX so I can start budgeting. I guess there is no chance they will be talking about NX this e3 huh? Probably means it wont be releasing before the next e3... :(

Someone already replied, but there are different shareholder/investor meetings coming up (one in exactly a week I think!) that may give at least some sorts of clues or such! It'd be nice to get a price or something at the least, but we'll wait and see!
 

Antagon

Member
Fun little detail in the polygon direct feed video:

They use the firerod to shoot a fireball in a forest, where the ground is covered in shadows. Where the fireball hits the ground it leaves a trail of seared grass, until it gets out of the forest and hits the a patch of grass in the bright sun which does catch fire.
 
I am loving a lot of things in this game, though I do have concerns.

1. All the world content meaning we get very few full fledged dungeons?
2. Inventory management. FUCK inventory management. Zelda doesn't need any of that shit. Nothing takes away from exploration more than "oops, bags full, let me spend the next few minutes trying to decide what to throw away instead of playing the game."
3. I know that SS sidekick sucked. I still want a sidekick.


Other than that it look amazing. Combat looks fun and world seems rich.
 

thefil

Member
Got to play both E3 demos yesterday. I thought it was great. It feels like a wholly different kind of game, but it's still Zelda.
 
Inventory management. FUCK inventory management. Zelda doesn't need any of that shit. Nothing takes away from exploration more than "oops, bags full, let me spend the next few minutes trying to decide what to throw away instead of playing the game."

The alternative that Zelda games have had for awhile is "the equipment you have at any given moment is more than powerful enough to trivialize most encounters in the game."

Forcing you to constantly update your gear is an improvement IMO.
 
The alternative that Zelda games have had for awhile is "the equipment you have at any given moment is more than powerful enough to trivialize most encounters in the game."

Forcing you to constantly update your gear is an improvement IMO.

I don't mind that. Just give us infinite bag space.

I fucking HATE being forced to throw shit away. Especially when I would rather be playing the game.
 
Just some random speculation/wishful thinking:

As some people have be saying, if the villages and towns are not shown because of their relation to the plot, they might have to be revived or repopulated (following the resurrection theme). This is a post-apocalyptic world meaning maybe Ganon won, but as Ganon always comes back, this time it's Link's turn to come back and challenge the established world.
In the trailer you see a LOT of guardians. There might have been a gigantic war 100 years ago.

I also think that's the theme of the game. And I think it relates to the music. Music is really sparse in the demo...my theory is, that along with reviving the world, more and more music gets introduced in the world.
 

Rodin

Member
I don't mind that. Just give us infinite bag space.

I fucking HATE being forced to throw shit away. Especially when I would rather be playing the game.

You won't need to do that, objects break all the time and from what i've heard you can sell them for rupees.
 

Addi

Member
I also think that's the theme of the game. And I think it relates to the music. Music is really sparse in the demo...my theory is, that along with reviving the world, more and more music gets introduced in the world.

Ooh, that makes sense! Music in the zelda games are not only related to areas but also to the people populating them (Kokiri Village, Gerudo Valley etc.).
 
You won't need to do that, objects break all the time and from what i've heard you can sell them for rupees.

Maybe. My opinion could change once the game releases.

Just watching the tree-house stream for about an hour there was at least a dozen times when they had to stop to throw shit away from their bags to pick up new items. Hopefully the game gives you bigger bags, and quickly.
 
There's so much footage. Does anybody have the link to the video of link playing basketball with the Kobolins? At least that's what someone claimed they were doing. I never saw it, and now I can't find it. So much god damn footage!
 

Rodin

Member
Maybe. My opinion could change once the game releases.

Just watching the tree-house stream for about an hour there was at least a dozen times when they had to stop to throw shit away from their bags to pick up new items. Hopefully the game gives you bigger bags, and quickly.
We saw Epona with bags in past footage, which makes mw think that you'll be able to carry more stuff when you get her (a bit like Roach in TW3), so that the combination of these three elements could give more sense to this mechanic compared to other games (where i usually hate the inventory limit just as much as you do).
 
Fun little detail in the polygon direct feed video:

They use the firerod to shoot a fireball in a forest, where the ground is covered in shadows. Where the fireball hits the ground it leaves a trail of seared grass, until it gets out of the forest and hits the a patch of grass in the bright sun which does catch fire.
Well, i thought is clear that there's a fire simulation in place. It even generates a fast wing draft to gain altitude with the glider.

I am loving a lot of things in this game, though I do have concerns.

1. All the world content meaning we get very few full fledged dungeons?
2. Inventory management. FUCK inventory management. Zelda doesn't need any of that shit. Nothing takes away from exploration more than "oops, bags full, let me spend the next few minutes trying to decide what to throw away instead of playing the game."
3. I know that SS sidekick sucked. I still want a sidekick.

1. No word or proof what impact will have in traditional dungeon content.

2. The inventory management is not the problem. However, they do have a rather clunky interface, i spect better from the Zelda team by now.

3. Wolf Link is in and quite interesting. However, is tied ro Amiibo.

Edit: ABout native resolution. Rich is using the term correctly, he knows his stuff after all.

Anyway, by native he means the game is rendered in a higher resolution (not upscaled). If his hardware is up to task and if the emulator is polished enough by that time, who knows... he could be playing the game natively at 2160P.
 

ReyVGM

Member
Has it been said how many resurrection towers there are in the full world?

Considering the show you the map of a region, then I would say at least one per region.

Oh shit. I just realised something.

With the progress Cemu (Wii U PC emulator) has made so far (full speed on many of the top games), I can fully see myself being able to buy the Wii U version of Zelda next year and play it in native 1080p and beyond with no issues

Hell yeah

If the game is not 1080, then it won't be 'native'.
 

CPCunha

Member
Is there any official statements on the TECHNICAL differences between the WiiU and NX version? I know Aonuma said both versions will be the same, referring to content... but i cant believe no one from the press asked about resolution, frame rate and what not....
 

jariw

Member
Just watching the tree-house stream for about an hour there was at least a dozen times when they had to stop to throw shit away from their bags to pick up new items. Hopefully the game gives you bigger bags, and quickly.

What shit did they throw away? The only limit I saw in the Treehouse stream was the weapon limit. If the storeable weapon limit would be infinite, the point of weapons that breaks would have no real purpose, would it?
 

ReyVGM

Member
Edit: ABout native resolution. Rich is using the term correctly, he knows his stuff after all.

Anyway, by native he means the game is rendered in a higher resolution (not upscaled). If his hardware is up to task and if the emulator is polished enough by that time, who knows... he could be playing the game natively at 2160P.

If the game itself is not natively 1080, then the emulator has to either upscale or increase the resolution to 1080. But that's not native (I'm not saying it won't look good, though).

What shit did they throw away? The only limit I saw in the Treehouse stream was the weapon limit. If the storeable weapon limit would be infinite, the point of weapons that breaks would have no real purpose, would it?

The only time I saw them throwing something away was with weapons yes. But weapons break, so it's not a big deal since you are constantly getting new weapons and old ones are breaking.

Also, they confirmed you'll be able to get more weapon slots as the game progresses.
 

Rich!

Member
If the game itself is not natively 1080, then the emulator has to either upscale or increase the resolution to 1080. But that's not native (I'm not saying it won't look good, though).

uh no

it would be natively rendering the game at 1080p just like any other emulator set to render at higher resolutions natively. Not sure where you're getting your logic from, but its wrong.

For example:

c0126c0b92c09ba6b09c8d9d0ad2f022.jpg


That is twilight princess being natively rendered at 1080p via Dolphin. It's not upscaling, nor is it a second pass. The game is now natively 1080p.
 

jariw

Member
Is there any official statements on the TECHNICAL differences between the WiiU and NX version? I know Aonuma said both versions will be the same, referring to content... but i cant believe no one from the press asked about resolution, frame rate and what not....

Didn't Aonuma say the experience would be the same?

Frame rate would stay the same, since the experience would be altered if things moved from 30 fps to 60 fps.
Number of polygons could not be very different to not affect the experience. Same with textures.

Draw distance could probably be increased without affecting the experience that much, as long as improved draw distance doesn't reveal new important objects not seen before.
Resolution could be improved without affecting the experience a great deal. Same with AA and other types of effects.
 

Enduin

No bald cap? Lies!
I am kind of curious right now about what this new combat/items system means for more odd ball items like the Grappling Hook, Claw/Hook Shot, Boomerang, Whip, Gust Bellow, Ball and Chain, Spinner and such. They did show unexpected stuff like the Deku Leaf and Fire Rod so all that others aren't unrealistic. Plus we have new stuff like the Pike and Woodcutter's Axe.

As well what the new equipment stuff means for traditional upgrades Mogma Mitts, Power Bracelets, Golden Scale and what not.
 
I am kind of curious right now about what this new combat/items system means for more odd ball items like the Grappling Hook, Claw/Hook Shot, Boomerang, Whip, Gust Bellow, Ball and Chain, Spinner and such. They did show unexpected stuff like the Deku Leaf and Fire Rod so all that others aren't unrealistic. Plus we have new stuff like the Pike and Woodcutter's Axe.

As well what the new equipment stuff means for traditional upgrades Mogma Mitts, Power Bracelets, Golden Scale and what not.
Runes seem to be taking that role for the most part.

And from a practical stand point of what has been shown, if you look at the interface, control scheme and inventory screens, they don't seem to acomodate or be planned to have the traditional item system on top.

i would argue having a traditional item system would clutter the game even more than it is right now.

Edit: However, they could integrate functionality inherently to the body equipement. For example, a reflective shield, armor with special uses like fire resistance, boots that let's you dash even faster, etc.
 

Enduin

No bald cap? Lies!
Runes seem to be taking that role for the most part.

And from a practical stand point of what has been shown, if you look at the interface, control scheme and inventory screens, they don't seem to acomodate or be planned to have the traditional item system on top.

i would argue having a traditional item system would clutter the game even more than it is right now.

Edit: However, they could integrate functionality inherently to the body equipement. For example, a reflective shield, armor with special uses like fire resistance, boots that let's you dash even faster, etc.

Yeah that's why I'm curious. Like we've only seen Top and Bottom items for clothing, but that doesn't mean other equipable things like boots or bracelets can't also exit. Though they probably are integrated into specific clothing sets, just like we've seen with warm clothes for cold weather.

The runes are interesting, but they can't make up for stuff like the Claw Shot or Boomerang. Both could easily work into the Bow category though. I still wonder what an item like the Master Sword will be in the game, as I don't see that breaking, and if there will be other weapons like Bows or Spears that also can't break. I would assume they would counter such items with certain draw backs or by making them not the strongest.

Like say we do have the ability to augment our weapons with accessory slots using the precious stones/gems we find in the world to improve them, those non-destructable weapons like the Master Sword can't be augmented in that way. So it will do 20 dmg, but you can't put a stone accessory on it to make it swing faster or do even more damage.
 

Rodin

Member
Is there any official statements on the TECHNICAL differences between the WiiU and NX version? I know Aonuma said both versions will be the same, referring to content... but i cant believe no one from the press asked about resolution, frame rate and what not....

Didn't Aonuma say the experience would be the same?

Frame rate would stay the same, since the experience would be altered if things moved from 30 fps to 60 fps.
Number of polygons could not be very different to not affect the experience. Same with textures.

Draw distance could probably be increased without affecting the experience that much, as long as improved draw distance doesn't reveal new important objects not seen before.
Resolution could be improved without affecting the experience a great deal. Same with AA and other types of effects.

fkBnfjr.png
 

Eradicate

Member
2PDjiB5.gif


Tried my best to crop it well!

Thanks, guys! I give other thoughts along with my colleagues in the podcast I'm on (Nintendo Week), so please check that out if you have time since I might have forgotten some stuff.

@OrbitalBeard: I'm still a little cautiously skeptical about combat, since I don't know how the game balance act will actually play out across the huge world. So who knows, maybe the Claymore lets you wreck everything within a couple-mile radius. And the combat still isn't "hard" per se (in a 20-minute demo you feel rushed and will probably make more mistakes) just much less forgiving than in past games.

There were two 20-minute sessions:

- In the first, they gave you some starting equipment/spells and had some of the content already completed, then started you somewhere out in the field so you could explore more of the world more easily.

- In the second, they start you from the opening scene where Link wakes up, and it's like you're playing the game for the first time.

Incredibly awesome LegendofLex! I'll check out your podcast later when I get home!
 
What was Aonuma's stated reason for gutting the Gamepad map?

I don't have the sources handy but as I understand it he's given two reasons:

1) In an interview with Kotaku (via Zelda Informer) he mentioned: "But after developing the game and playing the game we realized that having a smaller version of the map on screen is actually better so you know where you are at all times. So we decided to take it that route. Obviously if we find that there’s a great feature we could add to the GamePad, there is a possibility that we could do that.”

2) In an interview with WIRED he said:
"We realized that having something on the GamePad and looking back and forth between the TV screen and the GamePad actually disrupts the gameplay, and the concentration that the game player may be experiencing. You have your car’s GPS system on your dash. If you had it down in your lap, you’re going to get into an accident!"

Both essentially say the same thing: that a detailed, more intimate GamePad map that you might want to stop and look at every now and then isn't as good as an on-screen minimap in real-time gameplay. So you'll probably only be able to bring up a bigger map and have it obscure the screen.

That's fair enough, to be honest, but I wish the mini-map wasn't so detailed in the first place, or can be hidden. Zelda's always been great at offering minimaps which don't give away too much information to the extent that you play the game on autopilot, instead asking you to really observe and explore your surroundings.

Metal Gear Solid V showed that it's possible to make an open world game that doesn't give the player a dependence on the minimap, so it can be done.

Compare and contrast the above statements with what Aonuma said after The Game Awards:

"Recently, I've taken to relying on the map on my smart phone when I'm out walking in a place I'm not familiar with. A map isn't something you keep tucked away in your bag, it's by holding it in your hand and being able to constantly check it as you move forward step by step that gives you that sense of adventure."

That's the kind of map I'd like, really. It's more immersive to check it momentarily (much like how you'd pause a game to do so) and then explore, than rely on a minimap like a GPS.
 
Yeah that's why I'm curious. Like we've only seen Top and Bottom items for clothing, but that doesn't mean other equipable things like boots or bracelets can't also exit. Though they probably are integrated into specific clothing sets, just like we've seen with warm clothes for cold weather.

The runes are interesting, but they can't make up for stuff like the Claw Shot or Boomerang. Both could easily work into the Bow category though. I still wonder what an item like the Master Sword will be in the game, as I don't see that breaking, and if there will be other weapons like Bows or Spears that also can't break. I would assume they would counter such items with certain draw backs or by making them not the strongest.

Like say we do have the ability to augment our weapons with accessory slots using the precious stones/gems we find in the world to improve them, those non-destructable weapons like the Master Sword can't be augmented in that way. So it will do 20 dmg, but you can't put a stone accessory on it to make it swing faster or do even more damage.
The runes can absolutely make for stuff like the ones you pointed out.

The slate Link is using has a handle on the left side. To substitute the Hookshot, the slate just needs to shoot an energy lazo (think of Metroid) to a hook point.

Even more, if you luke at the Rune magnet, the slate is actually emulating the physical form of a horseshow that Link can grasp. This opens a lot of possibilities for the type of artifacts the Runes could emulate.

The criticism i would make is, that if Aonuma is leaving the Gamepad integration behind, the slate should be substituted by a magical item with better in game integration. Like a magical mits for example, but i guess to much asset work was already done when he got cold feet about the Gamepad. XD
 

Enduin

No bald cap? Lies!
The runes can absolutely make for stuff like the ones you pointed out.

The slate Link is using has a handle on the left side. To substitute the Hookshot, the slate just needs to shoot an energy lazo (think of Metroid) to a hook point.

Even more, if you luke at the Rune magnet, the slate is actually emulating the physical form of a horseshow that Link can grasp. This opens a lot of possibilities for the type of artifacts the Runes could emulate.

The criticism i would make is, that if Aonuma is leaving the Gamepad integration behind, the slate should be substituted by a magical item with better in game integration. Like a magical mits for example, but i guess to much asset work was already done when he got cold feet about the Gamepad. XD

Technically it could but unless they have way more rune slots I don't think it will. The Sheikah Slate has 6 rune slots. We've seen 5 of them. Round Bombs, Square Bombs, Magnesis, Stasis and Cryosis. That leaves one more. Maybe a hook shot like thing. But even if that were the final one I wouldn't want it there.

I would want there to be a whole other subset of weapons that encompasses the Whip, Grappling Hook, Hook/Clawshot that all work a little different in combat and elsewhere and not a single Hookshot only Rune. Same for the Boomerang or Ball and Chain. We could get multiple versions of it to use.
 
Technically it could but unless they have way more rune slots I don't think it will. The Sheikah Slate has 6 rune slots. We've seen 5 of them. Round Bombs, Square Bombs, Magnesis, Stasis and Cryosis. That leaves one more. Maybe a hook shot like thing. But even if that were the final one I wouldn't want it there.

I would want there to be a whole other subset of weapons that encompasses the Whip, Grappling Hook, Hook/Clawshot that all work a little different in combat and elsewhere and not a single Hookshot only Rune. Same for the Boomerang or Ball and Chain. We could get multiple versions of it to use.
Item abundance is a problem in the Zelda series. Often times the amount of time, work and effort in development to come up with those items is wasted in few or sparse implementations throught out a given game, just because theres too much stuff dividing the attention of the developers.

The whip you mentioned is a good example. It was an item in Skyward Sword with vast possibilities that mostly ended up limited to a one dungeon use. When in reality it could have ended up with many more applications, like traversal use similar to the hookshot or for manipulating artifacts and machines like the Blower did. Also the direction the Whip is swinged could have had gameplay applications that were not fully explored.

Just with the Runes in the demo you have infinite puzzle and combat possibilities. The discovery can be in the implemntation and combination of the Runes themselves, so there's no need for the character to be getting new artifacts so often through out the game playthrough to keep the player engaged.
 

Enduin

No bald cap? Lies!
Item abundance is a problem in the Zelda series. Often times the amount of time, work and effort in development to come up with those items is wasted in few or sparse implementations throught out a given game, just because theres too much stuff dividing the attention of the developers.

The whip you mentioned is a good example. It was an item in Skyward Sword with vast possibilities that mostly ended up limited to a one dungeon use. When in reality it could have ended up with many more applications, like traversal use similar to the hookshot or for manipulating artifacts and machines like the Blower did. Also the direction the Whip is swinged could have had gameplay applications that were not fully explored.

Just with the Runes in the demo you have infinite puzzle and combat possibilities. The discovery can be in the implemntation and combination of the Runes themselves, so there's no need for the character to be getting new artifacts so often through out the game playthrough to keep the player engaged.

I would agree with you normally. Prior to the reveal I advocated a limited item roster, like 5 items tops. But the way they structured the game this time it doesn't make sense to limit those items as the world is so open and design for experimentation in less defined and structured ways. The Grappling Hook was great in WW for stunning enemies or pulling things off them and could do the same again here. It or the Whip could be great for stealing weapons from enemies. pulling on their legs or arms to trip them up. Taking off pieces of armor or shields.

With weapon degradation and the vast world it would make sense to have different weapon sets for different regions and enemies. Which would force the player get used to different styles of combating enemies. You won't always have your preferred weapon on hand to defeat an enemy or overcome an obstacle.
 
I would agree with you normally. Prior to the reveal I advocated a limited item roster, like 5 items tops. But the way they structured the game this time it doesn't make sense to limit those items as the world is so open and design for experimentation in less defined and structured ways. The Grappling Hook was great in WW for stunning enemies or pulling things off them and could do the same again here. It or the Whip could be great for stealing weapons from enemies. pulling on their legs or arms to trip them up. Taking off pieces of armor or shields.

With weapon degradation and the vast world it would make sense to have different weapon sets for different regions and enemies. Which would force the player get used to different styles of combating enemies. You won't always have your preferred weapon on hand to defeat an enemy or overcome an obstacle.
In this game Link is free to climb almost any surface, this alone is vaslty more empowering to the player and full of posibilities than a Hookshot that could do so in a select surfaces like in previous games. And besides there could be a Rune for the slate with the same function, there doesn't need to be the specific Hookshot item this time thought.

The Magnet Rune also has some of the Hookshot functionality since it can be used to manipulate metal objects from a distance: Pulling, pushing, lifiting and throwing them (for example the armor parts you mentioned). If they wanted the Rune magnet could be used in a temple with fixed metal plates were Link could attach and pull himself to.

Putting together Link's new climbing ability, the Magnet Rune and the Glider you have much of the hookshot functionality and traversal capabilities covered i consider.
 
In this game Link is free to climb almost any surface, this alone is vaslty more empowering to the player and full of posibilities than a Hookshot that could do so in a select surfaces like in previous games. And besides there could be a Rune for the slate with the same function, there doesn't need to be the specific Hookshot item this time thought.

The Magnet Rune also has some of the Hookshot functionality since it can be used to manipulate metal objects from a distance: Pulling, pushing, lifiting and throwing them (for example the armor parts you mentioned). If they wanted the Rune magnet could be used in a temple with fixed metal plates were Link could attach and pull himself to.

Putting together Link's new climbing ability, the Magnet Rune and the Glider you have much of the hookshot functionality and traversal capabilities covered i consider.

Hmm. I still hope there is some sort of hookshot. I really really like extra movement abilities. Climbing up a wall is great, but instantly zipping a direct point is also great.
 

mantidor

Member
Any info on left-handed Link? has no one asked? There is just so much footage and threads around, it's getting difficult to get details like that. :p
 

PKrockin

Member
Hmm. I still hope there is some sort of hookshot. I really really like extra movement abilities. Climbing up a wall is great, but instantly zipping a direct point is also great.
Besides climbing we also have horseback riding, snowboarding, swimming and paragliding so far. This game won't be lacking in traversal mechanics. I'm very happy with what we're seeing, as someone who loves a variety of ways to get from point A to B and will really miss the hookshot if it's not in.
 

mantidor

Member
he's right handed.

hmm... yes, we know. :p

I'm asking if any interviewer brought up the topic, and if there is a possibility of Link being left-handed, after all they are doing crazy things like hair-styles so handedness might not be that out of the question as in previous titles.
 

MajorMane

Member
hmm... yes, we know. :p

I'm asking if any interviewer brought up the topic, and if there is a possibility of Link being left-handed, after all they are doing crazy things like hair-styles so handedness might not be that out of the question as in previous titles.

http://www.gamespot.com/articles/why-zelda-breath-of-the-wilds-link-is-right-handed/1100-6440870/

Outside of a mirrored version of Link in Twilight Princess for Wii, which made Link right-handed in order to replicate the Wii's motion controller layout, Link is typically portrayed as left-handed. However, watching gameplay of Breath of the Wild, you'll notice the Hero of Time is once again right-handed.

Aonuma explained, "In terms of right-handedness of things, when we think about which hand Link is going to use, we think about the control scheme. With the gamepad, the buttons you'll be using to swing the sword are on the right side, and thus he's right-handed."
 

RomanceDawn

Member
Remember the 1st playable demo of Skyward Sword at E3? The colorful mushrooms, that forest like area, that scorpion boss, the Stalfos boss? Remember the mixed reactions? Not just from how it played(which I loved then and now) but how it looked as well? This time around it feels like the majority of people are favoring this Zelda, so much so that it seems like even non-Nintendo fans are taking notice. The local news talk show was just talking about it on LA radio. I'm glad this game seems to be hitting all the right notes with people so far.
 
Besides climbing we also have horseback riding, snowboarding, swimming and paragliding so far. This game won't be lacking in traversal mechanics. I'm very happy with what we're seeing, as someone who loves a variety of ways to get from point A to B and will really miss the hookshot if it's not in.

I'm not going to complain if there isn't one, because the game will have a ton of stuff, just pointing out that climbing isn't really a replacement for the kind of thing a hookshot type item gives to me. Think of it as the difference between being able to run up walls and a short blink forward in a different game. Nether really replaces the other, just empowers your character in a different way. And that is of course separate from how a hookshot/grappling hook item interacts with enemies in the game as well. The shield boarding is the thing that got me excited the most from all the stuff shown so far. Like I said, extra movement abilities are something I love in games.
 

Creamium

shut uuuuuuuuuuuuuuup
Only planned to watch a few minutes of the Polygon vid, then pretty much watched the entire thing... even after already seeing the entire Treehouse stream. I think what pulled me in again is seeing the game without any chatter on top of it constantly, very soothing and relaxing even. I noticed that at some points there is a bit of background music, like when you climb/explore the church.

One of the biggest strides compared to the previous games is that the introduction of stats (and a big weapon collection) make for more varied rewards. Those worthless rupee chests that popped all over in the last few games are now finally gone.

Besides climbing we also have horseback riding, snowboarding, swimming and paragliding so far. This game won't be lacking in traversal mechanics. I'm very happy with what we're seeing, as someone who loves a variety of ways to get from point A to B and will really miss the hookshot if it's not in.

I think the hookshot is definitely going to be in, but likely as a late game main quest item, because it'll make traversal so much easier and faster.
 
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