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Is the Zelda series REALLY formulaic? Is it in need of an overhaul?

beril

Member
Zelda changes things up a lot more than 90% of other sequels, so no it doesn't really need an overhaul. I do want one though and I wasn't very impressed by Skyward Sword.

I want a Zelda game by the SM3DL team. Just skip the story, remove all form of handholding or tutorials and make the gameplay more straightforward, and basically go back to Zelda 1 and build from there.
 

Eusis

Member
If I'd head the design of Zelda, I'd try this:

Within one year, using the engine that's already there, focus on building a Zelda that's:

1) Not too long. Nobody cares about a 50h Zelda. ALTTP can be finished in a few hours and it had the perfect Zelda design.

2) Shaking up the old shit: https://www.youtube.com/watch?v=vzwBuy0FMlc - Bring in some of the SOTC sentiments for enemies and bosses.

3) New Art Direction: Shock Zelda Fans with something very new. Should look like the concept art in the NES Zelda Manuals.

4) Amazing environments: Zelda is a journey and I'd want to see vistas in it that I'd want to tell people about.

5) No Fetch Quests: Stick to your guns, don't introduce a lot of unnecessary fetch quests just so the player has to spend WAAAY more time going through the game.
Change "No Fetch Quests" to "No Mandatory Fetch Quests" and I agree. The trade quest can be fun... unless you're actively forced to, NAMELY when it's at one specific point in the game, all at once, rather than at your leisure as the case was with Twilight Princess. But that kind of had the problem in general of requiring 95% of what could be done in the game to be done right when the game wanted you to. Speaking of which...
The nonlinearity you are asking for is a very bad idea. If the main dungeons can be tackled in any order, that means that the puzzles have to be simplified to not use dungeon items from other dungeons. Zelda 1 is as non-linear as it is because it's extremely basic, and even then it isn't totally nonlinear because some dungeons are gear gated.
This would be a stronger point if TP didn't do that anyway. Which is why the linearity in that was so frustrating: they didn't even capitalize on using items from prior dungeons except for the basic staples, not unless it was to GET to the dungeon and it was practically a token gesture then. So why the fuck did they have to stifle freedom when you weren't going to actually design OR WRITE in a way where it was actually used?

And anyways there's a degree of compromise to me made, which LttP and OoT did and hits my personal sweet spot for linearity/non-linearity. Segregate the game into the first three dungeons, have the plot choke point, then after that another set of dungeons, some of which require an item from a prior dungeon to reach. That way I CAN tackle in any order I want... within each set (with me needing to REALLY go out of my way for the first set), and assuming I had the appropriate items first. I think this actually is a big reason LttP introduce that dungeon structure, so the fact the newer games keep it while being rigidly linear partially for narrative just makes it frustrating: there's no NEED to follow that now, so just dump it. I guess you can argue there's still a narrative structure that works well then, but in that case you don't need me to go grab the three artifacts or whatever then another set of artifacts, just write the story so we have that one big midway event.
I want a Zelda game by the SM3DL team. Just skip the story, remove all form of handholding or tutorials and make the gameplay more straightforward, and basically go back to Zelda 1 and build from there.
The irony here is that the SM3DL team may be the best one to have on board FOR story, given Zelda's high points there were under Koizumi. Plus it'd let him scratch that itch he sure as hell isn't going to get to with Mario.
 

Violet_0

Banned
Also that companion in skyward sword, whatever her name was, can eat a dick.

oh, and yeah, this - if you have to give us a companion for our journey, give them some character. Going from Midna and ST Zelda to Fi is kind of grating. I'd argue that even Navi had more personality than her.
 

RagnarokX

Member
make the dungeons revisitable. Beat the boss of the temple, but there was that one corridor that requires you to use the hookshot (which you don't have yet)? Come back later to continue with the second part of the dungeon. Admittedly, you'd still have to do every dungeon in a certain order (though they could make it so you can pick between two or more dungeons at any time)

Backtracking like that is awful. Zelda has had that kind of nonlinear crap in dungeons before and the rewards are never worth it. If you do put gear gating in the dungeons, you just make the game more frustrating by giving the player a bunch of dead ends. It's not fun to go through a ton of trouble only to find out you can't go any further because you're doing the dungeon in the wrong order.

This would be a stronger point if TP didn't do that anyway. Which is why the linearity in that was so frustrating: they didn't even capitalize on using items from prior dungeons except for the basic staples, not unless it was to GET to the dungeon and it was practically a token gesture then. So why the fuck did they have to stifle freedom when you weren't going to actually design OR WRITE in a way where it was actually used?
And TP's lack of using its item variety was a major negative point of the game. The spinner didn't get nearly as much use as it deserved. Making the games less linear in the way suggested would force games to do what TP did. Skyward Sword embraced its linearity and made excellent use of all of its items.
 

CiSTM

Banned
All I really want is more emphasis on the overworld. I would also like more freedom on how you approach Dungeons, maybe there would be more then one way to play through dungeons. Don't got bumerang yet? No worries since you'll manage with graphing hook.
 

Eusis

Member
oh, and yeah, this - if you have to give us a companion for our journey, give them some character. Going from Midna and ST Zelda to Fi is kind of grating. I'd argue that even Navi had more personality than her.
It's doubly frustrating when Aonuma bluntly said the reason he has companion characters in is because "going on adventure alone is boring" (really does make me wonder if his philosophy just doesn't mesh with what drew many of us in)... yet the companion characters are always really damn boring. Midna and ST Zelda were interesting, but if you feel the need to force a character to stick around there should be a real sense of companionship, like you might get out of a decently written RPG or some adventure titles. Then again a lot of those don't have a silent protagonist, so I feel like that may be something of a vain effort in a Zelda.

Alternatively, to REALLY shake things up how about a companion character you switch with on the fly? I think Zelda's probably most ideal for that, she has gotten more capable on average from OoT onwards, which makes it doubly frustrating when they stick rigidly to the damsel-in-distress role anyway. We've seen enough of that, even putting aside gender equality issues it'd be a nice change of pace to not have that happen if she happens to be in the game at all. At any rate, a companion character you actually play as will make it feel more like a journey taken together rather than just being guided around by an omnipresent tour guide.

And TP's lack of using its item variety was a major negative point of the game. The spinner didn't get nearly as much use as it deserved. Making the games less linear in the way suggested would force games to do what TP did. Skyward Sword embraced its linearity and made excellent use of all of its items.
Well, this is why it's best to have it semi-linear rather than just "here are all the dungeons now have fun" like Zelda 1 (mostly) did. My thought process is more that you still need to use whatever items are going to be used in that dungeon (and aren't a given because they're from the first few dungeons or required to get into those), therefore they don't need to hold back as much. Plus it probably is better to have a dungeon focus more on a few items rather than contrive a way to make you use every possible item. I actually sort of wonder if TP WAS meant to be more open, but then later in development they thought it'd just confuse players and made it more rigid.
My 70+h save from Twilight Princess and 50+h save from Skyward Sword say otherwise.
That's because they padded those games out. Which actually would be fine if most of that padding were optional, but in the case of TP it isn't.
 

Dizzy

Banned
Zelda is in massive need of an overhaul. At this point the franchise feels like a relic from the N64 days. Twilight princess bored me to tears and i really want to enjoy SS but the archaic controls, design, and annoying fetch quests are really making it hard.


Just throwing in motion controls or a new artstyle doesn't suddenly make a game fresh.
 
I've been saying this for a long time, but the general problem with Zelda is that Nintendo wants every franchise to be 'casual-ready'. Innovation and quality of the Zelda games is being held back and brought down for this reason. Excessive hand holding, tutorials, easy bosses, ...

Nintendo needs to make a difference between their core and casual games and everything will be solved.
 

Currygan

at last, for christ's sake
Skyward Sword did a lot of great innovations to the serie, sorry for those who couldn't get it. I say, let Nintendo continue on that path


one thing I'd like to see is a richer lore, and a much bigger and intricated world. New races, mysterious continents, etc
 

Eusis

Member
Well, it's something of a sliding scale. I want them to let loose and not worry about alienating casual players too much with Zelda, but I don't want Dark Souls difficulty or anything here: I generally do prefer explorative games to err on the side of being easy, mainly because it can be a pain in the ass to always be challenged when I need to backtrack or whatever. Though I guess that's partially a matter of doing it correctly, as Dark Souls I get more familiar with and can just hack my way through effortlessly, whereas Darksiders just has enemies with unreasonable HP blocking my path.
one thing I'd like to see is a richer lore, and a much bigger and intricated world. New races, mysterious continents, etc
I do want to see them leave Hyrule more, it's a series where ADVENTURE is a huge part of the appeal, foreign lands and a better built world make this far more interesting and avoiding this might actually be a big reason Zelda's gotten kinda dull.

... Actually, I think a lot of Nintendo's problem has to do with keeping the familiar around, particularly with Mario/Zelda. I guess for Mario it's not AS bad though it's still a problem, but it's really not healthy at all for Zelda to stick with that when the premise is exploring unfamiliar land, and it's even worse when they seriously want to tell a story but follow the same basic plot with the same characters playing the same roles.
 

noffles

Banned
Skyward Sword did a lot of great innovations to the serie, sorry for those who couldn't get it. I say, let Nintendo continue on that path


one thing I'd like to see is a richer lore, and a much bigger and intricated world. New races, mysterious continents, etc

Skyward Sword is probably the most daring thing they've done with a mainline Zelda. They did a lot of good and a lot of bad, but hopefully it'll be a learning experience for Nintendo and they'll sift through what people did and didn't like for the next one.

But then again, I'm a pointless person who'd probably be happy if they rehashed Skyward Sword and just plopped a proper overworld in there.
 
My 70+h save from Twilight Princess and 50+h save from Skyward Sword say otherwise.

Yeah? So you enjoyed the 5+h Twilight Princess Intro, the empty overworld and the boring quests? I'd play through 5 ALTTPs before I'd touch something like Twilight Princess again.

Turning the really tight Zelda formula (which is extremely close to the Metroid formula) into a 50+h game is a recipe for disaster. I see this happening over and over again: There's a certain formula for a game that works perfectly, but then the designers want to put more and more stuff in it that completely clashes with the original design. Think UT99 -> Putting 'Halo-stuff' like vehicles and open worlds in -> UT2k3/2k4 clusterfuck.

Nintendo should stick to the core formula and completely work with that. They did it in Mario Galaxy: Get rid of all the extraneous bullshit from Mario Sunshine and go back to what made Mario 64 fun: Precise 3d platforming with worlds that are full of ideas and a character controller that's so precise that the player faults himself instead of the game should he screw up.
 
That's because they padded those games out. Which actually would be fine if most of that padding were optional, but in the case of TP it isn't.

The only REAL padding in those games (as in every game like this) is travelling on the overworld (or soaring through the sky in SS's case).

I never felt like I wasn't doing something completely boring or unsatisfying, except maybe for two or three mandatory fetch quests. And even those didn't really feel that boring because these fetch quest items are actually all in your path, you just couldn't get them back then. You come back later, knowing already where they are (if you memorized it, which shouldn't be too hard, since those were really out-of-place items) and retrieve them.

Yes, it's padding, but these fetch quests don't take that much time, maybe 5-10 minutes at the most, so it hardly seems like some kind of deal breaker to me.
 

ninge

Member
I think they need to go all out and do something different. Zelda in SPACE. Yup, I went there. Aliens, laser swords, epona is your f*king SPACESHIP. instead of dungeons and an overworld. An entire universe of planets to explore - different environments. atmosphere, technology, aliens - and still shoe-horn in the magic in some sort of starwars the FORCE type way.

Ok probably needs some more thought, but at least it would be different :)
 

noffles

Banned
I think they need to go all out and do something different. Zelda in SPACE. Yup, I went there. Aliens, laser swords, epona is your f*king SPACESHIP. instead of dungeons and an overworld. An entire universe of planets to explore - different environments. atmosphere, technology, aliens - and still shoe-horn in the magic in some sort of starwars the FORCE type way.

Ok probably needs some more thought, but at least it would be different :)

This sounds just as bad as the steampunk stuff from a few years back.
 
Yeah? So you enjoyed the 5+h Twilight Princess Intro, the empty overworld and the boring quests? I'd play through 5 ALTTPs before I'd touch something like Twilight Princess again.

Guess what, everyone's got a different taste.
I can understand that some (many?) people don't like TP for various reasons, doesn't mean I didn't enjoy it.
Yes, I actually enjoyed everything the game had to offer, even the "5+h Intro" as well as the "empty overworld" and "boring quests".

And I had fun. Lots of it, too.

I think they need to go all out and do something different. Zelda in SPACE. Yup, I went there. Aliens, laser swords, epona is your f*king SPACESHIP. instead of dungeons and an overworld. An entire universe of planets to explore - different environments. atmosphere, technology, aliens - and still shoe-horn in the magic in some sort of starwars the FORCE type way.

Ok probably needs some more thought, but at least it would be different :)

The only thing how "ZELDA IN SPAAAACE" could work if they took a similar approach like Kid Icarus Uprising.
 

Eusis

Member
The only REAL padding in those games (as in every game like this) is travelling on the overworld (or soaring through the sky in SS's case).

I never felt like I wasn't doing something completely boring or unsatisfying, except maybe for two or three mandatory fetch quests. And even those didn't really feel that boring because these fetch quest items are actually all in your path, you just couldn't get them back then. You come back later, knowing already where they are (if you memorized it, which shouldn't be too hard, since those were really out-of-place items) and retrieve them.

Yes, it's padding, but these fetch quests don't take that much time, maybe 5-10 minutes at the most, so it hardly seems like some kind of deal breaker to me.
Well, for TP it's that a lot of it was stuff that either was optional or not an immediate requirement and usually was more fun that way (like the trade quest), or that I could've done whenever in older games but only had one specific time to do it in TP. But a lot of what Skyward Sword did really feel like just busy work to stretch it out, IE the water jar (I think) for extinguishing fires.
This sounds just as bad as the steampunk stuff from a few years back.
To be honest, scrap any attempt to shoehorn into Zelda and you could have really good Zelda derivatives that use their new settings effectively to enhance that type of gameplay, kind of like Okami did. It's when you try to tie it down to ZELDA it gets dumb, though at least steampunk's a potentially plausible evolutionary path for Zelda while still being fantasy. Straight up going into space though doesn't sound right at all.
 

ninge

Member
This sounds just as bad as the steampunk stuff from a few years back.

yeah, I actually agree - I'm not suggesting it's the greatest idea ever :p but the point is to take link out of the same old environment and open up new possibilities - Zelda is all about exploration and discovery and the recent games have all felt a bit like they are simply re-treading the same ground. With some exceptions the same environments, characters, items and story are used over and over... I think the series needs something more to freshen it up and a different time period with all the changes in technology etc that brings could really do that.

Edit: I'd also argue that metroid was originally "zelda in space" so it's not like they haven't tried to do other IP with the same sort of structure ;)
 

noffles

Banned
I'd rather have a Metroid game in a fantasy setting, honestly. More-so because it would be hilarious, but also because I'm more open to bastardising Metroid than I am to bastardising Zelda.
 

Chromie

Banned
You grew up and got accustomed to the Zelda difficulty.

That is a cop out. I've been playing the original Legend of Zelda on my PC and Zelda II on my 3DS I still have alot of trouble compared to any Zelda game after. I really want the game to be more challenging because after finishing the game all there ever is to do in a Zelda game is get any missing heart pieces, start a new game or just run around fighting.
 

Eusis

Member
I'd rather have a Metroid game in a fantasy setting, honestly. More-so because it would be hilarious, but also because I'm more open to bastardising Metroid than I am to bastardising Zelda.
We have that too, it's Dark Souls. Or most of the CVs from Symphony of the Night to Order of Ecclesia.

Though I guess this is more from the perspective of sticking the characters/staples into another setting, and honestly it'd probably be less outlandish to throw Metroid into fantasy. Ridley's already a dragon and Samus is already in armor.
 

Violet_0

Banned
Oh, something that's a problem with the "Zelda in space" idea: that's Metroid. You had it all along.

depends on how they approach it - Metroid is very much like a Zelda 1 without dungeons, where you have to find your way through a maze-like gameworld (kind of like SS!). However, they could also try the open-world game design, think Wind Waker in space (and who here doesn't want that?). Of course, I'd rather have them do this with a new IP.
 

xandaca

Member
The nonlinearity you are asking for is a very bad idea. If the main dungeons can be tackled in any order, that means that the puzzles have to be simplified to not use dungeon items from other dungeons. Zelda 1 is as non-linear as it is because it's extremely basic, and even then it isn't totally nonlinear because some dungeons are gear gated.

Not really, it just means the solution to each puzzle cannot be designed exclusively around one item. A puzzle could have several solutions, or an item could allow shortcuts to be taken in a different dungeon. Not to mention that all the dungeons don't have to be made accessible at once, there could be three or four 'open' at any one time, then another set once they've been completed. All a non-linear approach would mean is that Nintendo would have to genuinely remix their typical formula, rather than just changing its aesthetics every now and again.
 
I'm fine with the Zelda formula, and I think most people are despite the complain. The big problem of the last Zelda games is that they're too linear, there's too much hand-holding. I understand thre need for hand-holding, but Nintendo has to think about more subtle and less intrusive systems. Kinda like in modern point & click games in which you have progressive hint systems.
 

Muramasa

Member
3D Zeldas should be more like Okami. They fixed a lot of zelda issues in that game. And give me some 2D Zelda games. Minish Cap was 2004.
 

DjRoomba

Banned
your friend is right. Each Zelda is very different to the last, despite what some Skyrim loving fucking geeks occasionally come on Gaf to post. I dunno how you could disagree with that.
 

Persona86

Banned
-Less tutorials, mo' findin thangs up fo' yo ass, thatz supposed ta be tha funk part.

-Mo' exploration, I wanna feel like I can explore tha entire land total freedom along wit tha dangers dat come wit it, find rare shit n' mo' funk side quests etc rather than just rupees.

-Mo' towns, dope hidden areas. I LOVE visitin towns n' gangstasz cribs up in Zelda game n' all tha funk shiznit dat comes wit dat shit. e.g sidequests n' hidden thangs, rappin' wit horny-ass gangstas.

-Mo' gangstas, races ta meet.

-Improved combat

-New funk enemies

-Mo' RPG elements, give mah crazy ass dat addictizzle feeling

-Da feelin of goin on a adventure should be a priority

-Noize as phat as Ocarina Of Time

-Light AND dark places, meanin stick wit tha lighthearted pretty places but don't forget bout tha areas wit dat dark feelin dat done cooked up OOT n' MM so pimped out.

-Amazin Boss battlez

-New well designed weapons n' items

-Harder yet mo' funk dungeons (thatz goin ta be hard ta do)

-A rap dat makes mah crazy ass wish I could stay there forever

-A mo' open ghetto feeling

-FISHING!!

-New funk mini game

-Keep dat Zelda charm, fuckin shitloadz n' fuckin shitloadz of charm

-Chat up hoes/ludd option haha

-Mo' dialog options

-Brin back a HORSE ta explore tha land!!

I could go on forever so I will stop. Right back up in yo muthafuckin ass. SURPRISE mah crazy ass Nintendo, surprises n' unexpected thangs is what tha fuck makes Zelda game funk ta explore n' worth yo' time, make tha game full of surprises.

AM I ASKING FOR TOO MUCH!?
 

noffles

Banned
I'm fine with the Zelda formula, and I think most people are despite the complain. The big problem of the last Zelda games is that they're too linear, there's too much hand-holding. I understand thre need for hand-holding, but Nintendo has to think about more subtle and less intrusive systems. Kinda like in modern point & click games in which you have progressive hint systems.

I think the biggest annoyance regarding this sort of thing for me was during the Sandship in SS. I'm walking around, trying to find out what to do next and then Fi just pops up, tells me what to do, and then the camera pans towards a switch.

Stuff like that just shouldn't be happening. There should be a set of options before you start your save file to stop that happening.
 

Majukun

Member
they just need to scrap everything they were doing with Skyward sword.

bring back an huge world to explore,full of content and sidequests,with many towns and people to interact with.

no more fetch quests please.

make us use every item in different ways like in zack & wiki,i would have preferred you used the wiimote,but the touch screen on the pad should be ok.

and make us use them a lot outside of the dungeons too,or the dungeon where we have got them .

Actually,you can bring back the crafting and upgrade system for skyward sword,just make it better ,with more unique materials or pieces fo equipment we find in subquests and we can use to make items better or even forge new ones.And PLEASE avoid to tell me what an item is every time i get it

Make the game more difficult..ocarina of time and majora were great because even if primitive,the simple mechanics of "block-dodge-attack" (rather similiar to what demon and dark souls use) made every encounter with a big enemy like stalfos or lizardman tense....add something like a parry move,increase he AI,make multiple patterns for every enemy.

of course make great dungeons..that it is what makes the series great...
 
By removing Z-targeting you would almost never be able to hit the enemy correctly, if at all.

Skyward Sword ahad a bit of auto-aiming when you didn't Z-target, but that didn't work so well...

Also, other games (like Dark Souls for example) use Z-targeting because, let's face it, the game would be fucking unwinnable without it.


Nintendo should stand by its Zelda formular, but I agree that the overworld needs to be roughly equal in size of Twilight Princess's, but with more stuff to do and more places to visit.

HD towns, Nintendo. Do it.

I think Dragons Dogma's combat system would be a good fit for Zelda. Just add Nkntendo's polish - boom!
 

Matt_C

Member
Send Link to war. Have him with other fight along other Hyrulians, treat enemy occupied lands as puzzle solving dungeons, allow online Four Swords inspired multiplayer, Dynasty Warriors inspired encounters mixed in with regular gameplay, and have LoZ styled bosses to act as enemy generals. Basically take inspiration from the Peter Jackson Tolkien battle sequences with the LoZ style races, setting, and chacters you know and love so well.
 

mantidor

Member
I'm so glad Nintendo doesn't listen to its fans.

Zelda is varied enough and deep enough as it is, they need to tune better the tutorial and help parts, and maybe go Zelda 1 and make the game more open world, besides that I really don't see anything that "must" be done, the series isn't broken, no matter how much the fans themselves claim it is.
 

Jawmuncher

Member
I'd like to see a big change with Zelda. I want to see something like they did from lttp to oot.
Since for me it's felt like Zelda has been going the Pokemon route adding new things but if you were to just look, you wouldn't even know.
 

JimmyRustler

Gold Member
I'll put it this way....

The first Zelda I played was OoT. Loved every minute of it. Then I played Wind Waker. Had to force myself to the ending. Then I played Twilight Princess. Quitted a couple of hours in. I never played Skyward Sword.

I know there are a lot of franchises that re-use the same forumla a lot of times, just adding something here and there on top of it. However, there is no franchise where this bothers me that much like Zelda. It bores the fuck out of me. I can't even really explain it. Is it because of the lack of a truely progressive storyline? Is it because the seris still has no VO? I don't know. I just can't stand it any more although I consider OoT one of the best gaming experiances of my life.

It boggles my mind.
 

Balb

Member
I don't think the formula necessarily needs a big overhaul but they need to tweak the pacing of the game by:

1. Allowing for faster scrolling/skippable text
2. Trimming down the tutorial (or making a veteran mode or something that skips sword tutorials etc)
3. No teardrop-like collectathons
 

Midou

Member
They need to just make something like Skyward Sword, but leave out the poor design choices. Motion combat was great, I liked the equipment upgrade system just fine too. But then there were so many tedious and pointless aspects to the game too. The sword person was the worst partner by far, right after they got that shit so right with Midna, they go back to something worse than Navi. This is the inconsistency I don't understand. Why don't they just keep the stuff they do well, and leave out stuff like 'HEY MASTER, THERES A 95% CHANCE THIS BOSS DOOR THAT IS THE ONLY THING IN THIS ROOM AND LOOKS LIKE EVERY OTHER BOSS DOOR IS THE WAY TO GO' who thought this was a good idea?

Who thought swimming for notes was a good idea when the motion controls were not nearly as refined as for fighting?

There were so many 'quests' you did that were just boring and pointless. The formula doesn't need to change, it needs to just incorporate what has worked well in the past. You can have large explorable areas like Twilight Princess, but fill them with more stuff. You can fly around like in Skyward Sword, but put more than 2 islands worth a damn outside of treasure chests.

They have the potential to make another Zelda title that is as positively accepted as Ocarina of Time, they just need to leave out the fluff.

Stuff like tear drop collecting and whatever skyward sword had similar just feels like the game is pushing you into "hey buddy, you better fucking explore everywhere RIGHT NOW", I like exploring on my own just fine thanks... the tear drop stuff was done well in Skyward Sword I thought though, they never took more than 5-10 minutes and they were pretty damn intense.
 

Mantorok

Member
It was always going to be difficult once it became 3D, OOT was just so full of standout moments and since MM they haven't really come close to that kind of magic.

I think the mechanics are fine, SS was really good and felt fresh even though it follow those mechanics.

I would like to see them bring back the wow-factor, and by that I mean impressive-looking environments (not big) that are driven by good art direction, something that captivates your imagination more. Another biggee for me is to do away with the flying/sailing shit, I would say a more coherent world is better (size in between TP & OOT) because I don't feel involved if the areas are overseas or across the sky.
 

Tash

Member
I think they try too hard to appeal to the masses of the new generation blockbusters (ie. uncharted).

I guess marketing dictates this but I personally would rather see them not trying so hard and go back to basics. There is something wrong when "Zelda" doesn't feel like "Zelda" any more.

But that also of course depends on in which generation you started gaming..
 

Derrick01

Banned
It needs a total overhaul to its formula and "difficulty" (if zelda games have any at all).

If a third party company put out a game in this day and age with such low production qualities, reliance on hand holding and fetch quests, very little meaningful interaction between NPCs and such a piss easy game they would be torn apart. And they would deserve it.
 

daakusedo

Member
They can make easily one-two games just to expand on what skyward sword brought, primarily the overworld and dungeons intregration.
 
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