Always-honest
Banned
Just ONE fetch quest, and make that one awesome.
My mind is exploding. I'd love to see Inaba's take on Zelda. Sweet baby jesus, we're living in America. Especially an Inaba who would be grounded by EAD and couldn't make a game as painfully slow as Okami.Enter Platinum Games.
I know it's been said many times over, but I do wish they would take more inspiration from the original game in the next installment. Just dump you in a densely packed world full of secrets, and have you figure stuff out for yourself.
I want a new 2D Zelda with graphics on par or higher than Four Swords Adventures.
the overly long opening
AA has the shortest opening of all 3D Zeldas but OoT, it was a step in good direction.
Make the dungeons/bosses less formulaic. Yes, there was Jabu-Jabu and the yeti house, but at its core, the dungeons follow the same blueprint.
*Note: I have not played SS, so I can't comment on that.
OoT's intro would be too short for a modern game IMO. I actually think Wind Waker's intro is a better size.
The problem with Okami is that its dungeons are quite terrible in comparison to Zelda's. Zelda was never about combat and combos, but I can see why a change in that direction could be interesting.Fuck, thinking about it, isn't Okami the ground work for what a lot of people WANT out of a new Zelda game? A better combat system (though still not great), a better overworld, using your upgrades outside of battle, great presentation, an attempt at an epic story... I mean the game's biggest faults are it's length, handholding, and overall ease but the foundation is there. Had Nintendo attempted to make a Zelda game in the vein of Okami with some Skyward Sword in there, this thread would never have been made.
It was more fun than all 3D Zelda's not named Skyward Sword, more boring than Skyward Sword's, but more consistent and with a better foundation.You also have to keep in mind that nothing will please everyone. I actually thought Okami's combat was pretty boring.
Okami had similar mechanics, while being fresh. The dungeons were bad mostly because the puzzles were brain dead easy, but that is just bad design, not the fault of the mechanics. It was a very good blueprint that was a very mediocre game (not really, it was a good game, but a mediocre Zelda).The problem with Okami is that its dungeons are quite terrible in comparison to Zelda's. Zelda was never about combat and combos, but I can see why a change in that direction could be interesting.
If they took away the hand holding and strongly raised difficulty, I bet Zelda would still feel fresh. What the series lacks, in my opinion, is the slightest sense of mistery and discovery, which used to be the entire point of Zelda.
They use so much pointless dialogue and so much hand holding (as someone said: they give you the answer to a puzzle before it starts) that they kill all the good content they had. Which is sad, as Skyward Sword has a quite beautiful story and setting and very interesting ideas.
But, in a weird way, FEZ gave me a stronger "Zelda feeling" than SS.
Yeah that would be horrible.i think when people say they want a Zelda to be like The Elder Scrolls or Dark Souls they should just go out and make a graphical mod for those games or something. because that's what they really want.
Aside from MM the 3d Zeldas are very formulaic, i don't mind too much because the series is pretty unique and the games don't come out every year.
I do wish that the combat was more interesting. THey could also mix up the structure of the games a bit. It worked well in MM, why not try it again?
Yeah that would be horrible.
Problem is there IS some degree of bowing to story: TP follows it more, and SS has plenty of story chokepoints. If it just went "well whatever we'll have a few big events" and opened more I'd be much happier.I'd say almost every videogame series is formulaic, that's mostly how they're recognized as a series. I think Zelda gets dinged for it more than other series is because Nintendo makes Zeldas as games first and experiences second. And a certain section of gamers, ones who put feel, immersion, and story first, feel that sticking to that formula is holding the series back (who know the type, the ones who feel MM is a last Zelda game that took any risks).
I can't really put my finger on it but after trying the demo I felt like I'm playing a new game although I've Played 5 Fire Emblems before but Awakening felt strangely novel and yet familiar at the same time,What was the huge change for Fire Emblem? I'm not too familiar with the series. Isn't it the same style of game for the most part with a few different mechanics like reclassing, a different magic system in different games, and shoving/rescuing?
Thematically, it's a daring franchise, but few of these things have really changed gameplay more than marginally... The core game is essentially the same, and something in the core game of a 3D Zelda COULD be changed. Not that it SHOULD, because they are good games, but being daring would be cool.I'm with your friend on this. The Legend of Zelda to me has never been formulaic, far from it actually. Especially for a series that's been going for over twenty five years and mananged to outlive almost all other 80s franchises and is still relevant today. Apart from Twilight Princess and Ocarina of Time being similar, there's no other Zelda that hasn't introduced mechanics that changed the way these games played drastically. Ocean exploration, three day cycle, shrinking, stylus and motion controls, mask transformations, chart drawing, stone fusion, season changing, train building, environmental puzzles, avatar control are just a few examples and I could go on and on. I seriously can't think of a series that's dared to be so different from one episode to the other. Hell, some publishers' libraries lack the gameplay variety the Zelda series offers.
I think a "Metroidvania"-esque/LoZ type overworld would force the game to change, be redesigned, and still stay true to why people like 3D Zeldas. There are ways to go about this without "shocking the system".They also really need to look to Link to the Past for inspiration on how to design the opening of their next Zelda game. It was engaging, taught the foundations of the game through actual gameplay rather than drawn-out tutorials and it spurred the player to action through its event construction, rather than cutscenes. Link to the Past could also complement Majora Mask's input regarding sidequests with the way it integrated Metroidvania-esque environmental/upgrade puzzles into its gameworld.
If they took away the hand holding and strongly raised difficulty, I bet Zelda would still feel fresh. What the series lacks, in my opinion, is the slightest sense of mistery and discovery, which used to be the entire point of Zelda.
They use so much pointless dialogue and so much hand holding (as someone said: they give you the answer to a puzzle before it starts) that they kill all the good content they had. Which is sad, as Skyward Sword has a quite beautiful story and setting and very interesting ideas.
But, in a weird way, FEZ gave me a stronger "Zelda feeling" than SS.
EDIT: God yes, the intros need to be cut down immensely. No longer than OoT's.
Zelda is just too damn easy these days.
Where is the challenge?
I remember the old games being tough, or was I just young.
Yes, i agree.that's what people are advocating. when they say "i want Zelda to be like the SCROLLS, man!" or "i want Zelda to be a SOULS thing!", they're not asking for a Zelda game. they're asking for Zelda to be in their other fantasy game.
Majora's Mask may be a fan favorite NOW, but i don't believe it sold particularly well by comparison and the response at the time was polarized.
I can't really put my finger on it but after trying the demo I felt like I'm playing a new game although I've Played 5 Fire Emblems before but Awakening felt strangely novel and yet familiar at the same time,
TLOZ needs a similar treatment.
The intro to Skyward Sword is shorter than the intros to any 3D Zelda, if I recall correctly.
The hype thing has definitely made me vary of thinking too much about what a game could be and instead focusing on what it is. Complaining about problems in a game is of course always legitimate (eg. the boring overworld in SS), but it's a bit unfair to hold what we get up to an ideal of a certain type of game they could have made - that's just setting yourself up for disappointment.
Of course this goes for all games, but because of reasons it sticks out to me a lot more in Zelda discussions, everyone having their own vision of where they want the series to go.
Needs a hard mode, IMO.
I think it's possible they see aspects of what they liked from Zelda in those, especially Souls as that really does have combat that feels like a hardcore branch off of Zelda OoT's. Elder Scrolls is too open for what I'd want out of Zelda, but Souls? Work in a field and it's much closer, the structure is actually much like a Metroid game, and Metroid and Zelda actually are (or were) fairly similar games in regards to how you progressed: you gain abilities, and open new areas through them, though Souls is closer to Metroid thanks to boss chokepoints whereas Zelda just has those bosses guarding MacGuffins, with mini-bosses in some games.that's what people are advocating. when they say "i want Zelda to be like the SCROLLS, man!" or "i want Zelda to be a SOULS thing!", they're not asking for a Zelda game. they're asking for Zelda to be in their other fantasy game.
OoT's intro is like 20 minutes long so I kinda doubt it but it really depends on when you consider the intro over.
There is one...
Hero mode: No heart pickups, you take double damage.
The first time you take control of Link.
Zelda is pretty bad now. They're just churning them out CoD style.
While I agree, no one would care if NSMB had a better art style and music. NSMB has it's place and does exactly what it's supposed to. It's just that while the art style is iconic and easy to identify, it's also incredibly fucking boring. There has to be a better way.I really do think all these little "traditions" that are just minor flourishes do make the games feel more tired, the NSMB line of games have a similar problem there.
The intro to Skyward Sword is shorter than the intros to any 3D Zelda, if I recall correctly.
No, it absolutely is not. My memory is a bit hazy, but you probably spend around 45 minutes to an hour in Sky Loft before the story kicks in. And that's if you know what you're suppose to be doing and ignore things like exploring and talking to every NPC. In OoT you can be in the first dungeon within 20 minutes of starting the game.
You'd be lucky to get two mainline Zelda games in a generation.Zelda is pretty bad now. They're just churning them out CoD style.
Oh, you mean the TUTORIAL! Not the intro. That's a whole different story, you know.
Only the DS games even came close to that, and I think there was still a 2 or 3 year gap.Zelda is pretty bad now. They're just churning them out CoD style.