• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Miyamoto: "Retro (the developer) might be a good fit for Zelda."

Sydle

Member
I think a modern top down Zelda could be really cool, and would love to see Retro try that.

I'm thinking something similar to Lara Croft and the Guardian of Light, but still very Zelda.

I've been wanting this for years.

In any case, I hope Retro gets a shot at it.
 
I think a modern top down Zelda could be really cool, and would love to see Retro try that.

I'm thinking something similar to Lara Croft and the Guardian of Light, but still very Zelda.

I'd really love to see that experimented with that on the Upad screen, different/complex views could be awesome from a level design perspective. A much more substantive idea than more motion controls for me.
 

MisterHero

Super Member
Can we possibly cite the merits of one hypothetical idea (the U Pad) without disparaging the merits of an idea that has been successfully showcased (Skyward Sword), much to the chagrine of people who don't like them.

that would be nice
 

braves01

Banned
I'm sure someone's already said it somewhere, but I think Wii U is incredibly suitable for Four Swords style gameplay. Maybe rebrand it "New Legend of Zelda" or something to capitalize on Mario, and if it "fails" it's not mainline or anything. Nintendo could use it to help launch whatever online plan it has for Wii U as well.

And it would be steampunk of course.
 

Forever

Banned
No but really, if Retro can pull this off they'll ascend to a new level in the gaming Pantheon.

Metroid, Zelda, Mario Kart, and Donkey Kong. What other single studio can boast such a repertoire?
 
Can we possibly cite the merits of one hypothetical idea (the U Pad) without disparaging the merits of an idea that has been successfully showcased (Skyward Sword), much to the chagrine of people who don't like them.

that would be nice

For me it comes down to potential of the ideas, albeit one hypothetical, one not. I'm merely stating from a pure game/level design perspective the Upad (in my opinion) offers a wider breadth of ideas to translate into fun, practical, deep gameplay. And what may not be knowm due to what I've said, is I was actually pleasantly surprised by the motion controls in function and even feel, mostly in reliability which impressed me. I just don't feel they were a big enough boon to the Zelda series, based purely on SS that they deserve a 2nd shot on the same tech. Not when other more practical ideas are right in front of us. But that's just where I stand on it, in light of Zelda team heads proclaiming "more motion".

I'd be interested to see (off topic though) exactly what, where and how people consider the motion controls "good" as opposed to button centric alternatives. Is it just the "new fresh feel" or is it something in how they were executed that meshed with game design and/or more substantial that stands the test of time vs. buttons?
 

MisterHero

Super Member
For me it comes down to potential of the ideas, albeit one hypothetical, one not. I'm merely stating from a pure game/level design perspective the Upad (in my opinion) offers a wider breadth of ideas to translate into fun, practical, deep gameplay. And what may not be knowm due to what I've said, is I was actually pleasantly surprised by the motion controls in function and even feel, mostly in reliability which impressed me. I just don't feel they were a big enough boon to the Zelda series, based purely on SS that they deserve a 2nd shot on the same tech. Not when other more practical ideas are right in front of us. But that's just where I stand on it, in light of Zelda team heads proclaiming "more motion".

I'd be interested to see (off topic though) exactly what, where and how people consider the motion controls "good" as opposed to button centric alternatives. Is it just the "new fresh feel" or is it something in how they were executed that meshed with game design and/or more substantial that stands the test of time vs. buttons?
Well like any form of input, not every game has to use them exactly like Zelda has, nor use them as often. Even the next Zelda might choose different Key Items (the B-slots in SS) so controls will almost have to be different. Though yeah, I think broad concepts like sword control might be here to stay.

From the DS Zeldas, I really liked being able to draw the path of the Bombchus. Of course though, without making "3D" maps they might not make as much sense for the Bombchu/Wall puzzles in OoT and MM. Drawing on maps was fun too.

I do have a potential limit for non-traditional inputs myself. For example, I dread the possibility that heartrate monitoring might get put into some major games (though it might be interesting for Eternal Darkness?).
 
Zelda with the same story telling and 1st person finesse as Half Life
But then we wouldn't see Link's expressions (gameplay), they defy the character, e.g.

Expression3.jpg


expression.jpg


Expression2.jpg


expression5.jpg


expression6.jpg


expression4.jpg
 
My idea for Wii U Zelda:

Gigantic overworld the size of a national park, literally! There are mountains, valleys, lakes etc. and you can get lost exploring here. It wont be like a lame typical large videogame overworld, it will feel very real because the scale will be the same as to a real national park like Yosemite or Yellowstone. The story behind the world is that the gods nuked Hyrule and decided to turn it into a mountainous unruly region in order to hide their secret treasures that can resurrect Hyrule castle. Inside Hyrule castle everything is frozen in time as it was 10,000 years ago before the calamity that resulted in the environmental/geological changes occured.


Simply awesome. I love it.
 

Varna

Member
:(

I don't understand why people want more story in Zelda. It's one of the worst things about Twilight Princess and Skyward Sword. Trying to force some kind of emotional connection like that just doesn't work. Dark Souls for me is the perfect example of how the story in Zelda should be handled. Introduction scene, intro level/dungeon and then your on your own. I do like the idea of an "open-world" Zelda, were maybe instead of automatically gaining tools you will definitely need when you need them you actually have to investigate, explore and talk to people to discover tools (similar to Adventures of Link).

Here's my dream Retro Zelda:

5 minutes max cut scene to lay out the story - The evil Vizier Ganondorf seizes control of Hyrule and throws Princess Zelda in a dungeon. Link says WTF and tries to kill Ganondorf. Ganondorf is amazed at the chutzpah, and exiles Link to an abandoned ancient continent full of monsters and dungeons.

Let Retro work its all alone in a fantastic environment magic. There may be a fairy pool or two somewhere. Explore, adventure, fight, collect useful items and pieces of the triforce, which was assumed to be lost by most. Actually Ganondorf is hoping you'll find all the pieces and come back, so he can take it from you.

Last dungeon - Castletown Dungeon. Fight Ganondorf, fight Ganon. Rescue Zelda.

It prints money.

I would love this. Subtle stories that aren't imposing are the best. I like the way A link to the Past handled them to. After every dungeon you get a piece of lore.

EDIT: Oh yeah. Retro making this would be incredible. Metroid Prime 1 & 2 (with a bit more freedom) is pretty much how I imagine my ideal zelda.
 
My dream game has always been a Retro-developed LoZ with Zelda as the lead playable character, or something along those lines. Have spells replace items, lots of unique magic-related gameplay mechanics (magnetize enemies/objects, freeze the ground beneath your feet, change gravity, things like that).

With those Sheik rumors, maybe my dream might come true (somewhat)?
 
My idea for Wii U Zelda:

Gigantic overworld the size of a national park, literally! There are mountains, valleys, lakes etc. and you can get lost exploring here. It wont be like a lame typical large videogame overworld, it will feel very real because the scale will be the same as to a real national park like Yosemite or Yellowstone. The story behind the world is that the gods nuked Hyrule and decided to turn it into a mountainous unruly region in order to hide their secret treasures that can resurrect Hyrule castle. Inside Hyrule castle everything is frozen in time as it was 10,000 years ago before the calamity that resulted in the environmental/geological changes occured.

Wii U functionality:

-You can travel the overworld using a map on the Wii U controller. The map only shows the areas you have explored so far and you can draw a route to go back wherever you want. The journey will be completed in an instant from the perspective of the player, but from the perspective of Link the journey happened in normal time, meaning it took X number of days to reach to whatever destination he wanted. You also have the option of just walking back but that takes more time obviously.

-It can also be used for collecting scrolls/books and reading them. These books will contain Zelda timeline/mythology info and information about the world around you.

Please feel free to praise my ideas or add more as you see fit!
But that amount of exploration, discovering all those things on your own, they would confuse the new audience. In other words it'd be good. Nintendo wouldn't want those ideas. Their direction for Zelda is wrong.
 
What are the two studios views on waggle vs buttons?

Kind of hard to say considering DKCR, but Retro probably skews less towards it. With the Wii U offering a couple different options for controls I'd hope that at the very least they'd find logical and good ways to incorporate motion vs. shoehorning it in. I loved the motion for DKCR's ground pound, but the roll-waggle was awful. So hopefully next gen there's less inclination to find/create places to include motion, and instead does it where it feels natural and good.

Saying that I really think the Upad along with the Wiimote (as a physical item) could be interesting to see in a Zelda game. Where the Wiimore essentially is a physical game item (or weapon) you occasionally can use or solve puzzles with Zak & Wiki style. And I'm still sticking by using the IR pointer in a type of Fallout 3 VATS mode could be cool to use as a puzzle item and weapon in Zelda.
 

Luigison

Member
*sigh*

not even worth it

Maybe I should say here that I sometimes enjoy the waggle. Multiplayer/party games like Rabbids and Warioware titles benifit from waggle, but in first person adventures I don't want to have to stand in front of the TV waving Wiimote swords/shields for hours. I'd prefer ALttP or Ocarina controls for long single player titles.
 

teh_pwn

"Saturated fat causes heart disease as much as Brawndo is what plants crave."
Zelda is missing exploration. I don't mean a boring overworld map that's 99% sky or water. I mean something more like Link To the Past but more modern in scope.
 
Zelda is missing exploration. I don't mean a boring overworld map that's 99% sky or water. I mean something more like Link To the Past but more modern in scope.

I've said in the past that we need another cel shaded Zelda set on land. The overworld would be seamless, with gigantic trees and mountains where you can easily get lost. And this would never fly, but the music would be so minimal in this Zelda game. When walking through a large, thick forest, you'd hear nothing but nature and a few atmospheric tones to set the mood right.
 

Luigison

Member
I've said in the past that we need another cel shaded Zelda set on land. The overworld would be seamless, with gigantic trees and mountains where you can easily get lost. And this would never fly, but the music would be so minimal in this Zelda game. When walking through a large, thick forest, you'd hear nothing but nature and a few atmospheric tones to set the mood right.

Nice. I agree. Reminds me of the rain at the opening of ALttP.
 

apana

Member
I think most of us are coming towards the consensus that the next Zelda should be about exploration and adventuring. The dungeons will be integrated into the world. You will be exploring a mountain and find an entry point to an underground mining facility. You can search ruins, go into a cave that leads deep into the earth where a monster like the Balrog dwells. All around you will be remnants of an ancient advanced civilization. After you have found the six key artifacts you will be directed towards the largest mountain in the area and suddenly Hyrule castle will be visible to you nestled at the peak:

sgr-melora-mountain.jpg
 
I think most of us are coming towards the consensus that the next Zelda should be about exploration and adventuring. The dungeons will be integrated into the world. You will be exploring a mountain and find an entry point to an underground mining facility. You can search ruins, go into a cave that leads deep into the earth where a monster like the Balrog dwells. All around you will be remnants of an ancient advanced civilization. After you have found the six key artifacts you will be directed towards the largest mountain in the area and suddenly Hyrule castle will be visible to you nestled at the peak:

Perfect.
 
I think most of us are coming towards the consensus that the next Zelda should be about exploration and adventuring. The dungeons will be integrated into the world. You will be exploring a mountain and find an entry point to an underground mining facility. You can search ruins, go into a cave that leads deep into the earth where a monster like the Balrog dwells. All around you will be remnants of an ancient advanced civilization. After you have found the six key artifacts you will be directed towards the largest mountain in the area and suddenly Hyrule castle will be visible to you nestled at the peak:
so we want demon's souls/dark souls Zelda edition. I'm in!
 
I think a modern top down Zelda could be really cool, and would love to see Retro try that.

I'm thinking something similar to Lara Croft and the Guardian of Light, but still very Zelda.

been wanting this since TP came out. After New SMB and DKC I thought it could be a good possibility. Not sure if I'd want Retro doing it, not because I think they would do a bad job but because I think their talents would be better put to use in crafting a new ip with new hardware
 
D

Deleted member 30609

Unconfirmed Member
I just think Zelda needs MUCH, MUCH less story.
 

maeda

Member
It's funny that some people assume that Zelda will suddenly lose much of its present exposition if Retro jumped on board. Metroid Prime 3 had loads of crappy exposition, much worse than any of recent Zeldas, challenged only by Other M. Yet Retro just has to be Zelda's savior.
 
no, it needs to be elevated to something beyond what we would traditionally call video games.

I mean, I just feel video games have evolved as a medium to the point where the audiences no longer want them to be mere 'games'. They want them to visceral, cinematic experiences. I feel that Retro could really move this series, and video games as a whole, into a new direction where they don't even have to be called video games anymore, but 'experiences'.
 
I mean, I just feel video games have evolved as a medium to the point where the audiences no longer want them to be mere 'games'. They want them to visceral, cinematic experiences. I feel that Retro could really move this series, and video games as a whole, into a new direction where they don't even have to be called video games anymore, but 'experiences'.

This post lost all meaning.
 

maeda

Member
I mean, I just feel video games have evolved as a medium to the point where the audiences no longer want them to be mere 'games'. They want them to visceral, cinematic experiences. I feel that Retro could really move this series, and video games as a whole, into a new direction where they don't even have to be called video games anymore, but 'experiences'.
Excuse me, speak for yourself, please! The popularity of Mario shows just how popular real games are in comparison to hell knows what like Uncharted.
 
Not sure if I'd like Retro working on a main series title. A big problem that came up with the Metroid Prime series is that the series (or at least the 3D games in the series) had nowhere to go once Retro left, which is how Other M happened.

A Sheik spin-off makes way too much sense in this instance. The Zelda team would be able to keep making main series games, avoiding an awkward return to the series 8 years down the line. Meanwhile, Retro could make a game that isn't as restricted by the series' conventions. Or it wouldn't have to be Sheik: We could have an adventure with Tetra's pirate crew, or a game set entirely in the Twilight Realm, or a return to Termina. I'd love to see what Retro could do with these ideas.

Unfortunately it seems like Miyamoto is talking more about Retro making a mainline series title, but I suppose I wouldn't be opposed to that either.
 

maeda

Member
In all seriousness a collaboration would be pretty rad. I think Retro could bring a lot to the pre-dungeon areas. I still hope we get 3 world units in the Zelda U: overworld, pre-dungeon areas, structured just like in SS, and dungeons themselves. All seamless of course with insane IQ.
Edit: Sorry, guys. My sarcasm meter is broken under the influence.
 
Top Bottom