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The Legend of Zelda Wii-U Shown at Nintendo Digital Event ["2015"]

3bdelilah

Banned
Also, questions about the towns in the overworld. Will there be multiple expansive towns, or will it mostly be barren with just a central town like Skyward Sword.
Good question, I thought TP and SS were seriously lacking in that regard. Zelda U's world will of course never be as large as for example Skyrim (because it doesn't fit Zelda, not that Nintendo can't), but I'd like to see several small villages in the world without loading times, like Riverwood, Dragon's Bridge, Rorikstead and whatnot.
 

RiggyRob

Member
Based on other interviews, I think Aonuma is only going to answer Hyrule Warriors questions, unfortunately.

Oh really? In that case-

Will the deluxe Treasure Box version of Hyrule Warriors with Triforce Clock and blue scarf come out in the West?
Pleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleaseplease?
 

Five

Banned
Will we get a spinner in this game that moves in the overworld as fast as it did in the Arbiter's Grounds boss battle

I'd doubt that, considering sprinting was added to Skyward Sword.

Personally, I don't see a reason why unlimited sprint isn't a thing yet. Maybe for "stop and smell the roses" reasons? Unless it totally breaks combat encounters, but that seems like a design problem that can be solved.
 

DashReindeer

Lead Community Manager, Outpost Games
Is there going to be multiplayer in this game? Online multiplayer? One player on the Gamepad and the other on the television?
 

RiggyRob

Member
You know Nintendo don't live in a hermetically sealed bubble, don't you?

You'd be surprised if they don't use PSN or Xbox Live: http://www.vg247.com/2014/01/12/nintendo-executives-unfamiliar-with-psn-xbox-live-says-anon-dev/

“This was surprising to hear, as we would have thought that they had plenty of time to work on these features as it had been announced months before, so we probed a little deeper and asked how certain scenarios might work with the Mii friends and networking, all the time referencing how Xbox Live and PSN achieve the same thing. At some point in this conversation we were informed that it was no good referencing Live and PSN as nobody in their development teams used those systems (!) so could we provide more detailed explanations for them?”
 
Ocarina of Time was like this--there's a "suggested" order to the adult Link dungeons, but there are many possible orders you can complete them in (the Fire Temple can be completed at nearly any time), and [I wouldn't say they were sacrificed in terms of puzzle complexity.

Well, you already had 1 or two items to work with once you decided to take on the Forest Temple or Fire Temple.
The player basically had Link's body, red tunic, sword, hookshot, and bombs to overcome the challenges in those two dungeons.(They forced the player to obtain the hookshot and red tunic)
OoT was still a linear experience.

That's an arbitrary item check.

What do you mean by this?
You used plucking a peahat out of the ground and using it as an airborne vehicle as an example of an "arbitrary item check". Why is it arbitrary?
 
Well, you already had 1 or two items to work with once you decided to take on the Forest Temple or Fire Temple.
The player basically had Link's body, red tunic, sword, hookshot, and bombs to overcome the challenges in those two dungeons.(They forced the player to obtain the hookshot and red tunic)
OoT was still a linear experience.
I wasn't saying that it is equivalent to ALBW's one item per dungeon at all. I was arguing in favor of various tiers of dungeons that are capable of being done in different orders. Not for a fully nonlinear game. The Fire Temple doesn't require the Bow from the Forest Temple (the official first dungeon of the adult Link portion) and isn't worse off because of it. There's nothing wrong with having two dungeons that can be approached in either order. Or three, even.

What do you mean by this?
You used plucking a peahat out of the ground and using it as an airborne vehicle as an example of an "arbitrary item check". Why is it arbitrary?
Because it occurs once in the entire area, doesn't require any interesting mechanics, and isn't really a puzzle that needs to be solved. It's just, "Here, use the whip." The single Peahat could have already been in the air, and it would have made no appreciable difference. It's not actual depth, it's a cardboard obstacle to remind you that you have a whip.
 

RiggyRob

Member
That seems way more likely to be a misunderstanding.

While this may be true, straight up copying, or putting a different spin on what other people are doing, is something Nintendo doesn't make a habit of. There is a reason many of their games aren't like anything else out there.

An anon-dev told me that anon-dev is a poopyhead #truthfacts

I know, I am slightly joking about the Nintendo not knowing about Skyrim thing. Still, it's hard to shake the feeling of 'that looks like Skyrim' when you see the opening shot of Zelda U.
 

Asbear

Banned
Aonuma said, but didn't admit that Skyrim was a major inspiration just a couple of months ago, when he mentioned that he had played the game in 2011 (because it had "Sky..." in the title just like Skyward Sword he said) but he also said there were some things in it that "was Zelda-like" but he also noticed many things that were "un-Zelda-like".

I think it's safe to assume what we get is a Skyrim-esque open world (but probably a good bit smaller) which is a place of random encounters and side-activities that ultimately lead to 6 or more dungeons that are spread throughout the continent. Seriously, if that's true then Zelda U has big, big potential to be the best Zelda game since Majora's Mask.

Bear in mind, Wind Waker IS actually my favorite, but when you boil it down it's basically just OoT with a different take on the overworld, which is still split into sections and towns that are programmed like in OoT. The temples reuse too many OoT concepts as well.

With a living breathing overworld that's completely interconnected, Zelda U might be the most unique Zelda since Majora's Mask, is what I'm saying.
 
Because it occurs once in the entire area, doesn't require any interesting mechanics, and isn't really a puzzle that needs to be solved. It's just, "Here, use the whip." The single Peahat could have already been in the air, and it would have made no appreciable difference. It's not actual depth, it's a cardboard obstacle to remind you that you have a whip.

It was a basically a small puzzle that was making sure that the player was aware of his/her environment.
Until that point, the player only knew of conspicuous stationary airborne peahats(correct me if I'm wrong)that were placed in various spots for them to find as they moved their way up the tall desert towers with the hookshot.
The developers most likely expected some players to get a bit confused as to what they should do when they reached that point in the game(They sort of gave the player a hint by making them use the whip to kill the hook bird...thing).
It also introduced the player to moving Peahats that can get him/her across a large impassable gap.
There was a lot of depth to what they were doing with that puzzle.
:/
Also the point in the game you're talking about made a lot of use of the previous items you obtained. Skyward Sword was really good about that.
 

Dice//

Banned
Oh really? In that case-

Will the deluxe Treasure Box version of Hyrule Warriors with Triforce Clock and blue scarf come out in the West?
Pleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleaseplease?

YES... I WANT THIS. x)
 

Heroman

Banned
People are going really disappointed when they discover how open this game really is. It won't be skyrim Zelda but a evolution of Zelda overworld.
 
It was a basically a small puzzle that was making sure that the player was aware of his/her environment.
Until that point, the player only knew of conspicuous stationary airborne peahats(correct me if I'm wrong)that were placed in various spots for them to find as they moved their way up the tall desert towers with the hookshot.
The developers most likely expected some players to get a bit confused as to what they should do when they reached that point in the game(They sort of gave the player a hint by making them use the whip to kill the hook bird...thing).
It also introduced the player to moving Peahats that can get him/her across a large impassable gap.
There was a lot of depth to what they were doing with that puzzle.
:/
Also the point in the game you're talking about made a lot of use of the previous items you obtained. Skyward Sword was really good about that.
I think you're overselling it, but alright, maybe it wasn't the best example to use. I don't really want to get into it on this specific point, but I was trying to argue for tiered dungeons in the broader sense, to which I still say the negatives for which are very overblown. I don't think you can gauge a dungeon's complexity and depth merely based on how many items it makes you use (though I would think more than one would be nice).
 

royox

Member
You know Nintendo don't live in a hermetically sealed bubble, don't you?

Remember when Nintendo devs never used Xboxlive or PSNetwork?

Ocarina of Time was like this--there's a "suggested" order to the adult Link dungeons, but there are many possible orders you can complete them in (the Fire Temple can be completed at nearly any time), and I wouldn't say they were sacrificed in terms of puzzle complexity.

To complete Fire temple you need the bow.
The bow is inside the forest temple.

To complete the water temple you need the hammer.
The hammer is inside the fire temple.

And then, after water temple, you can choose Spirit temple or Shadow temple.

1st Shadow temple and Spirit temple room require long Hoockshot.
Long Hoockshot is inside the water temple.
 

Mistle

Member
I also think people might be becoming too invested in the open world aspect. I'm sure it'll be fantastic, but I'm worried if it's not exactly what people are hyping it up to be, then there will be a backlash (even if it's still awesome in its own right).

We know barely anything about the game, I feel it's too early to put all your hype into hoping it plays exactly like a traditional open world game. You'll be disappointed. It'll be it's own thing, and I'm sure it'll be great.
 

georly

Member
I think so. Fishing is one of the mainstays of the Zelda series that I certainly hope wouldn't go away.

It's been in... 4 games? About 25%-ish (4/17). Not a mainstay and never required to finish the game. There are just as many games that feature wearable masks, and I don't think anyone considers masks to be a mainstay of zelda.

A lot of people have fond memories of fishing, though, so it could return.

I'd like it to return ; _ ; Especially in a game this peaceful looking.
 
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