Because Nintendo has never created a demo out of whole-cloth that I can recall (though some things do change). And with the game releasing in only 6-months, it's very likely to be, at the least, mostly reflective of the game.
Didn't the tree look different when you came back to it though? It looks the same as any other tree in Zelda 3DS. And the video itself said the game takes place after LTTP, but offered some ideas that build upon it. And I mentioned it in an earlier post, but it's likely the shield only looked that way in LTTP due to how small the sprite was, as the artwork always showed it being far more detailed.
However it turns out, I'm curious to see where the game goes exactly. There's so much potential
I think it's indicative of the final product as well, but I'm fine with how it looks for the most part because they've done a good job translating ALttP's artstyle into 3D. They're making a sequel to ALttP, so my expectations are that it will look like ALttP, and it meets my expectations. The only thing I think really needs improvement are the cliffs cuz they look too blurry.
The tree looks different after the Bumpkins finish sawing it. However every time you leave the screen the tree regrows. It could be years after ALttP and it's fully regrown. It is a magic tree, after all.
Although they made Link himself look more like his character art, I think they may have decided the plain blue look of the shield was too iconic of ALttP. They could have made it a little bigger and put a design on it if they wanted to. The Red Shield had a symbol on it.
That was only the case with the last few games from Minish Cap onward. LA and the Oracles had the minimum requisite.
For me its the walking animation of mural!Link.
Really.
All of this storyline wankery is pointless. Would you dislike a game for lacking in the story department even if it played better?
They just switched it over to bottle catching.
That would be pretty sweet.
If that's the case, why not a 2d console Zelda?
Gameplay, storyline, or both?
People don't count PH and ST for obvious reasons. It's about traditionally controlled action. More gameplay possibilities.
Roc's Feather/Cape. Not to mention that of the obstacle-overcoming item mechanics (i. e. hammer, swimming, etc.) jumping is the quickest and most liberating when the situation allows for it.
A million times. I remember that bird interrupting me to suggest something I was already in the middle of doing!
Spirit Tracks had a good amount of dungeons. It had 5 stand-alone dungeons, and the Tower of Spirits was like 5 additional dungeons.
Zelda stories aren't amazing or anything, but I find them very enjoyable. The way the worlds and characters are presented are very pleasing and I like continuity. While story isn't necessarily essential, I think it adds a lot to every game.
The control methods make all the difference in the world, from how you execute moves to what items are possible, period.
Phantom Hourglass and Spirit Tracks play just like 2D Zelda. While I agree that standard controls are preferable due to their precision and not blocking your view, they were only a very minor annoyance. The touch controls allowed MORE possibilities, like drawing a path for the boomerang and easily stringing the grappling hook between two posts.
This is like arguing that the Wii version of Twilight Princess and Skyward Sword are not 3D Zeldas because you don't like motion controls.