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What would you like to see from the next 2D Zelda?

So I was thinking what games Nintendo would have for the Switch in 2018 and I really believe a 2D Zelda is a strong contender. The last mainline 2D game, A Link Between Worlds, came out all the way back in 2013. There was a spinoff in 2015 in the form of Tri Force Heroes, but that was co-developed by Grezzo and 1-UP so I doubt the entirety of the handheld team was working on that for two years.

Here's pretty much the only official word we have on a new 2D Zelda, courtesy of GameInformer:
When we asked point-blank if there was a possibility that the 3DS Zelda teams were working on a new game for the Nintendo Switch, Aonuma said, “Yes, there is definitely a possibility.”

“There are definitely good things about the 2D world and the playstyles of the 2D world,” Aonuma says. “There are a lot of fans who enjoy that style. This Nintendo Switch style, which is the evolved style of gameplay is not necessarily… I want you to think of it more as an evolved style of 2D style. For the 3DS team, I am trying to make them think in a more evolved 2D-style approach.”

So it may be a Switch game and Aonuma wants them to think with an evolved approach to the 2D style. Got it.

As far as what I would like to see, I just want to touch on art style and dungeon progression.

Art Style

To me (and to a lot of people, I believe) A Link Between Worlds had a bit of an ugly art style. I think that led to people saying, when they saw the prototype of Breath of the Wild at GDC, that they wanted the next handheld Zelda to be sprite-based. Well, that and nostalgia:
zelda-2d.jpg

Since I think it is very unlikely that Nintendo will use sprites, however, I wouldn't mind them using the power of the Switch to make good on the vision they had with Phantom Hourglass and Spirit Tracks. Essentially use the art style and lighting system from The Wind Waker HD in a 2D perspective.
legend_of_zelda_wind_waker_hd.JPG
+
maxresdefault.jpg
= Most beautiful 2D Zelda yet

Dungeon Progression

I like where Nintendo is going with the series as far as non-linearity, however I think the dungeons are suffering from it. When you make the dungeons completable in any order, you have no way of knowing where the player has or has not been. For instance, as Mark Brown highlights in his YouTube series Boss Keys, the Swamp Palace in a Link Between Worlds can have puzzles and enemies revolving around the hookshot and of course the 2D mechanic, but can't have anything involving the boomerang, bow, ice rod, fire rod, tornado rod, sand rod, pegasus boots, hammer, or titan's mitt. Compare that to something like the Wind Temple in The Wind Waker, which I believe integrates the iron boots, korok leaf, skull hammer, and hookshot, at least.

Breath of the Wild sort of remedied this problem by involving all of the runes, the Divine Beast's gimmick, and the game's physics and chemistry engines into puzzle solving. Since that might be harder to do in a 2D game, my solution is this: give us items like the runes at the beginning of the game and still have each dungeon contain its own item. That way each dungeon can be solved with a combination of three or four items/powers you have from the start, as well as an item you find half way through the dungeon. That item won't be used in later dungeons, but perhaps it could be used in the overworld. Maybe there's a heart piece under a hook shot marker that you wouldn't be able to reach until you've completed a certain dungeon.

Anyways, what do you hope to see from the next 2D Zelda? How do you think the team could evolve the 2D style like Aonuma wants?
 

Opa-Pa

Member
Good visuals lol.

I think playable wise ALBW is by far the best, but God it was hideous, I can't believe the last good looking 2D Zelda we got was, what, Minish Cap?

Anyway I'd love a degree of freedom akin to ALBW but without making it totally non linear or allowing you to rent items.
 

eXistor

Member
I'd love a sidescrolling Zelda like Zelda II. Never gonna happen of course, but a man can dream.

Outside of that, honestly I'd like them to be in line with traditional 2D Zelda's like aLttP. BotW is taking the series in a radically different direction, which is great and all, but it'd be a damn shame to see traditional Zelda die out. I don't give a shit about platform, just make it good.
 

Fou-Lu

Member
ALBW and BotW are some of the best Zeldas ever so I am pretty confident the next 2D Zelda will be great. I do want them to keep dungeons around for 2D. The way I would solve having both non-linear dungeon choices and making the puzzles actually interesting would be to do both what the OP said (give a few items at the start runes style) and also to have two sets of dungeons. The later set you can do in any order compared to eachother, but have to finish the earlier set of dungeons to start any of them. This way you can use not only the starter items and the item found in the dungeon, but also the items from the first set of dungeons.

As far as visuals go I think ALBW was beautiful (unlike everyone else apparently?) so I would be fine with that art style but with increased fidelity.
 

ajim

Member
Albtw was pretty special. I think the only thing I would've liked more is if it has some graphical charm of minish cap and combined it with what they built.

Really really top experience.
 

Farmboy

Member
I really liked ALBW. The next logical step is a similar remix/spiritual sequel to Link's Awakening. Call it Link's Reawakening. Make it for Switch. Make it look like the manual art for ALttP and LA. Done!
 

Scrawnton

Member
A Links Awakening remake using the ALBW engine with some edits to the graphics. Not just a perfect 1:1 remaster but a complete reimagining.

Metroid 2 got it. Let Links Awakening get it.
 
Come up with a major gimmick like ALBW wall walking and make the entire world around it. If they're going for the dungeon order choice being up to the player again, they need to bite the bullet and give you all the powers you need for any set you have access to immediately, like breath of the wild gives you all the major rune powers before you can leave the plateau.

Other than that, just make it soon!

Have the ability for a behind the back camera like how Grand Theft Auto III had an overhead camera option.

Given the way they made ALBW, that wouldn't work if it's repeated.


photo12_thumb.jpg
 

The Cowboy

Member
A throwback ala Sonic mania, lovely A link to the past visuals (possibly even Minish cap) with 16x9 ratio with CRT filters and an even bigger open world.

I'd pay full AAA money for it.
 

Fbh

Member
I kinda want a return to getting items in the dungeons

I disliked the "renting" system of ALBW. The choice of which dungeon to do first felt meaningless. It didn't make the puzzles better nor did it give the game any replay value.

In BoTW it works because of the massive open world and great traversal options. Exploring the world wouldn't have felt nearly as good if 90% of the content is locked behind items you get later on in the story.

But A link between world wasn't really about exploration. It's more about figuring how how to get past each area. I think for a game like this the old progression system works much better. On a smaller map it's also easier to make a mental note of what item you need for which area, making it almost a bit like a Metroidvamia where more areas of the game get available to you as you get more items.
For a smaller scale 2D Zelda I just like that more.
 

emag

Member
A game in the style of Legend of Zelda (1). The series has largely been dead to me since the N64 era (I liked elements of the Oracle games, WW, and TP), but even LttP and LA moved too far away from what I would have liked to have seen.

The Breath of the Wild prototype had me excited. The actual game was a disappointment.
 

lazyguy

Member
I think I'm probably going to be one of the only people saying this but I would like to see a Zelda 2 like game. Nothing too big just like a lower budget game. Zelda 2 wasn't the best but considering how long ago that was it would be interesting to see a Zelda game with modern visuals and better mechanics.
 
In an ideal world? Direction by Grezzo's Koichi Ishii in the style of Secret of Mana, character design by 1-UP Studio's Shinichi Kameoka in the style of Legend of Mana, background art by Monolith Soft's Yasuyuki Honne in the style of Chrono Cross and DBZ: Attack of the Saiyans. Will never happened, sadly.
 
i'd like a *real* sequel to zelda 1 ... same bullet hell mechanics, "open world", ect

I'm on board with that. I want a 2D Zelda that's not only difficult, but rather obtuse, like Zelda 1. BOTW did a decent job of going back to letting players figure the game out themselves instead of laboriously explaining everything in detail, and I'd kind of like to see them reapply that to a 2D Zelda game

Related, but I also want the same thing for Metroid games, but I know it won't happen. I'd love to see a Metroid game that lets you feel as lost and isolated as the first one did.
 

Peléo

Member
I think they will create the game around 2-player Co-Op. It's one of the main selling points of the system after all.
 
I hope they stick to the hands-off dungeon action of ALBW and earlier titles. Maybe introduce tiers of dungeons to keep some non-linearity while allowing for more difficult dungeon progression. I don't think the item rental system should return as it is though.
 

Servbot24

Banned
Imo Minish Cap is the only 2D Zelda game that looks good. I hope the next one goes for a completely new art style.

In terms of gameplay I just want something weird. ALBW had some solid ideas but overall felt very bland to me. Give us something bonkers and memorable - I'm talking about giant flying origin whales, not 'you can do the things in a different order' as the hook.

After ALBW hopefully 60 fps will become the standard for top-down Zelda games

"What should the next adventure be?"

"beep boop 4.86795 terablops point 655.6n^8 resobits beep boop bop"
 

watershed

Banned
One old mechanic I'd like to see re-intergrated into the overall BOTW formula is item/ability gating. I'd love to explore a wide open world like in BOTW but see areas/puzzles/secrets that would require abilities that are gained progressively throughout the game.
 

Plinko

Wildcard berths that can't beat teams without a winning record should have homefield advantage
I loved ALBW. I had no issue with the graphics.
 
I'd like to see Link get a larger set of tools early in the game just like BoTW and set you loose. You can have your more complex puzzles if Link has his near full moveset from the start to end game. Maybe have a couple gated areas in the overworld behind a dungeon. But I'm fond of getting most of the core mechanics upfront and then the game is then free to toss situations that use those mechanics immediately and ramp up creative complexity quickly. Overworld design can be even more interesting on a screen by screen basis.

As for the dungeons themselves, the design philosophy of the divine beasts in BoTW was perfect as self-contained entities, I'd just like them to be bigger.
 

GamerJM

Banned
Bring back rolling from Minish Cap or just have other movement options. This was my biggest complaint with ALBW, in most of my favorite (non-RPG/story-driven) games the sheer act of moving around is a joy but in ALBW it's just a mere function.

I'm still not sure how I feel about the item rental system. It's fine but I don't think I like it more than the regular one.

Basically everything else about ALBW was perfection, though, IMO. They wouldn't really need to change a thing, just give the game a different setting and make it more of a traditional Zelda but by all means, keep the development team that worked on ALBW in tact.
 
For it to not exist. Sorry, I just don't enjoy 2D Zelda.

Fake edit: If they have a separate team for it and it doesn't affect the next 'proper' 3D game then sure, go ahead.
 
Be good like the Oracle games/Minish Cap. Don't settle on rehashing old games while adding almost nothing of value to them(ALBW). Actually implement in 2D Zelda what you learned from the 3D games(good characters, story, level design, etc). ALBW had one cool new mechanic, everything else was half-assed. Very bland art style(legit not as pleasing as ALTTP, a 20+year old game), very simple dungeons, limited item usage, forgettable characters(they tried to do the OOT thing with the sages but you still didn't care about any of them, basically every character that had more than two lines of dialogue was a sage). Sure at least it actually felt like a Zelda game unlike the tech demos that were the DS games but Zelda shouldn't settle for being the NSMB/fast food of Zeldas like that game was. Meanwhile the Flagship ones all felt incredibly fresh, some even introduced items and mechanics that were later used in 3D games. They stood on their own as great games that had valuable elements/ideas for moving the series forward rather than being merely fillers between the 3D entries
 
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