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Aonuma on Zelda Wii U: "I think we’ll be able to make ‘something new’ like OoT was."

Dimmle

Member
Personally, I like the grunts and don't mind reading dialogue. The jaw flapping in SS was kinda strange, though. Either grunt and keep those mouths closed or talk and flap away.
 

redfox088

Banned
Personally, I like the grunts and don't mind reading dialogue. The jaw flapping in SS was kinda strange, though. Either grunt and keep those mouths closed or talk and flap away.
I would actually like them to do like Mario sunshine or persona where the protagonist remained silent but everyone else spoke..
 
My only gripe with voice acting is how Treehouse is going to handle the translation voice acting.

Hell, I can't even decide if I would be happier with keeping Japanese VA in tact and using subtitles.

But then what would be the point of VA???
 

Enduin

No bald cap? Lies!
I dont think link embodies a lot of people.

And he certainly doesn't embody me.

Also you talking Bout universal atributes, he has no personality most times is assumed to be strait and is white....

Wat

Well agree to disagree. Link has served as a great lead character for over 30 years now. I have no desire to be the character within the Zelda series, nor do I wish for Link to have more of a personality and role within the story than he does now. His in between depiction is a large part of why I love the series. It's something no other series really does.

This series has always been about simple fairy tale adventure stories to me. The main narrative force is the gameplay not the actual dialogue and cutscenes which more often serve only to highlight and punctuate certain gameplay elements and move the story forward letting the gameplay do much of the real heavy lifting. They tell simple stories about very broad emotions and themes, most notably growing up, and they tell that in very simple ways with minimal dialogue and cutscenes for the most part.

There is a very pure sort of charm to the way Link and the stories of Zelda games are presented. Few, if any, series really delivers an experience at all like Zelda. So I can't help but balk at any attempt that would try and change it be more like everyone else.
 
I maintain my stance that Zelda would lose its timeless, literary appeal with voice acting.

In fact, I'd go so far as to say that it would actively detract from the experience.

I think using text boxes only actually limits what they're able to do as far as integrating dialogue into the gameplay.

As of now, you have three options for interfacing with dialogue in Zelda games:

1) Full cutscene that isn't interlaced with gameplay in a meaningful way
2) Pauses in gameplay to focus on a piece of dialogue
3) Selecting a character manually to turn the camera on them and expose their dialogue

Voice acting opens up a range of other possibilities, such as wandering a market square and picking up interesting information as you walk through a crowd. As of now, this is impossible; to have a piece of dialogue stand out amongst general chatter, you need to have the game zero in on an NPC with something important to say, or you have to poke through their dialogue by talking to them (i.e. prompting their text boxes) one-by-one.

Or maybe you can listen to a character speak while walking with them in active gameplay, instead of having the same walk-and-talk conversation conveyed through a cutscene that's divorced from the gameplay.

One thing I've appreciated about Assassin's Creed, Skyrim, and the like is that I can pick up hints to chase down later just by walking through a town or even strolling through the countryside, without having to stop and talk to everyone I meet.
 

Neff

Member
My only gripe with voice acting is how Treehouse is going to handle the translation voice acting.

Hell, I can't even decide if I would be happier with keeping Japanese VA in tact and using subtitles.

But then what would be the point of VA???

The best thing they can do (and probably what they would do if Midna is any indication), is just have them talk Hylian gibberish. But would it really be worth it to them or us? Probably not.

Voice acting opens up a range of other possibilities, such as wandering a market square and picking up interesting information as you walk through a crowd without having the game zero in on an NPC with something important to say, or you having to poke through their dialogue by talking to them one-by-one.

Or maybe you can listen to a character speak while walking with them in active gameplay, instead of having the same walk-and-talk conversation conveyed through a cutscene that's divorced from the gameplay.

I dislike these ideas for the same reasons I dislike eavesdropping NPCs in Final Fantasy XIII over prompting conversations myself, or the inclusion of Uncharted-esque banter in RE6 at the expense of readable files. The feeling of being in control of key information- how it's chanced upon, accessed, processed and acted upon- is important to me. I read much faster than people talk, and if I'm looking for an NPC to impart the secret location of a dungeon or a red-hot item, I'd prefer my interaction with them to be as concise, quick and ideally as free of fluff as possible. That doesn't mean dropping character or the sense of immersion, character is crucial to this stuff, but voice acting locks you into a relationship with the game where you're at the behest of voice actor/director's creativity and self-indulgence. It's harder to highlight important words and terms with inflection (unless you make subs mandatory, rather defeating the purpose of 'relying' on voice acting) than it is with straight up text. Of course if one might simply prefer to listen to a character than read what they have to say, I wouldn't debate against what is a format preference, but personally for me using voice acting to 'enhance' gameplay isn't the way to go.
 

jahasaja

Member
Make the Overworld like Dragons Dogma but with more enemy variations.

Make the day and night cycle like Dragons Dogma.

Make great horse combat.

Make the Dungeons focused on combat like Darks Souls. No more easy puzzles that just feels like work.

Make the story whimsical.
 
Make the Overworld like Dragons Dogma but with more enemy variations.

Make the day and night cycle like Dragons Dogma.

Make great horse combat.

Make the Dungeons focused on combat like Darks Souls. No more easy puzzles that just feels like work.

Make the story whimsical.

But Zelda is like the last action adventure series to have puzzles.
 
The best thing they can do (and probably what they would do if Midna is any indication), is just have them talk Hylian gibberish. But would it really be worth it to them or us? Probably not.

Honestly, I think this is a great idea. I would love to see it implemented in Zelda u.

The characters feel more alive with it.
 

Red Hood

Banned
But Zelda is like the last action adventure series to have puzzles.

He meant easy puzzles, though. And I agree. I'd much rather have significantly less puzzles if they're significantly more difficult or more original than the Zelda trope we've grown accustomed to (standing on switches, fire based, etc).
 

RagnarokX

Member
Spidey got me too hyped. Sheik will return eventually :p



ok I do remember that

that was funny
Im a fan of this disturbingly funny quest outcome:
RealisticRepentantAvocet.gif


Gotta love bringing lovers together! Sweet dreams, Cawlin!

Also, telling the item check girl you love her results in Fi warning you to avoid mentioning it to Zelda.
 
I maintain my stance that Zelda would lose its timeless, literary appeal with voice acting.

In fact, I'd go so far as to say that it would actively detract from the experience.

If Nintendo is still pursuing text only in the Zelda franchise when every single other major Nintendo franchise has embraced voice acting, it's not because they're cheaping out, it's because it's simply more suitable than the alternative.


I think some inverted japanese, kind of like what they do for the team ICO games would fit nicely.

Make the Overworld like Dragons Dogma but with more enemy variations.

Make the day and night cycle like Dragons Dogma.

Make great horse combat.

Make the Dungeons focused on combat like Darks Souls. No more easy puzzles that just feels like work.

Make the story whimsical.

I agree with everything but the combat focused dungeons. Make the puzzles FUN, like Ancient Cistern, Stone Tower, Arbiters Grounds. But also keep some combat focused stuff, like in those dungeons.
 

Kurt

Member
My hopes besides to have some unique concept like the wall thing is :

No forces tutorials, instead instant action like lttp.

Second: no tear collection to extend the gametime. If you want it, make it as a sidequest thing...
 

Nanashrew

Banned
The best thing they can do (and probably what they would do if Midna is any indication), is just have them talk Hylian gibberish. But would it really be worth it to them or us? Probably not.



I dislike these ideas for the same reasons I dislike eavesdropping NPCs in Final Fantasy XIII over prompting conversations myself, or the inclusion of Uncharted-esque banter in RE6 at the expense of readable files. The feeling of being in control of key information- how it's chanced upon, accessed, processed and acted upon- is important to me. I read much faster than people talk, and if I'm looking for an NPC to impart the secret location of a dungeon or a red-hot item, I'd prefer my interaction with them to be as concise, quick and ideally as free of fluff as possible. That doesn't mean dropping character or the sense of immersion, character is crucial to this stuff, but voice acting locks you into a relationship with the game where you're at the behest of voice actor/director's creativity and self-indulgence. It's harder to highlight important words and terms with inflection (unless you make subs mandatory, rather defeating the purpose of 'relying' on voice acting) than it is with straight up text. Of course if one might simply prefer to listen to a character than read what they have to say, I wouldn't debate against what is a format preference, but personally for me using voice acting to 'enhance' gameplay isn't the way to go.

Yeah, chatter is rather annoying. I like Xenoblade X a lot but having to seek out specific chatter bubbles to get new information and updating map data is not really good.
 

jahasaja

Member
I agree with everything but the combat focused dungeons. Make the puzzles FUN, like Ancient Cistern, Stone Tower, Arbiters Grounds. But also keep some combat focused stuff, like in those dungeons.

If they somehow could make the puzzles as fun as Portal I would totally agree that it could stay. The last few 3D Zelda the puzzles felt like the puzzles in The Last of Us. 1: See gap. 2: See plank. 3: Take plank. 4. Put plank over gap. rinse and repeat.
 
I dislike these ideas for the same reasons I dislike eavesdropping NPCs in Final Fantasy XIII over prompting conversations myself, or the inclusion of Uncharted-esque banter in RE6 at the expense of readable files. The feeling of being in control of key information- how it's chanced upon, accessed, processed and acted upon- is important to me. I read much faster than people talk, and if I'm looking for an NPC to impart the secret location of a dungeon or a red-hot item, I'd prefer my interaction with them to be as concise, quick and ideally as free of fluff as possible.

Having to stop and talk to every character individually to find the information you want offers literally none of those benefits and does what you're asking for much less efficiently, much less concisely and quickly, and with much more fluff in comparison to simply being able to pick up on dialogue of interest without actually prompting it from the character.

If you just want to blow through a character's lengthy dialogue, most games let you tap your way through while reading subtitles instead of listening to an entire VA performance.

Yeah, chatter is rather annoying. I like Xenoblade X a lot but having to seek out specific chatter bubbles to get new information and updating map data is not really good.

This is what Neff is asking for, isn't it? Prompting Zelda-style text boxes actually literally involves having to seek out specific characters, with the caveat that you can't see what their text boxes are even going to say until you prompt them to go into their full shtick. You have to weed through lots of pointless chatter to find an NPC with something meaningful to say.
 

Dimmle

Member
If they somehow could make the puzzles as fun as Portal I would totally agree that it could stay. The last few 3D Zelda the puzzles felt like the puzzles in The Last of Us. 1: See gap. 2: See plank. 3: Take plank. 4. Put plank over gap. rinse and repeat.
I thought SS had pretty great dungeons.
 

Nanashrew

Banned
Having to stop and talk to every character individually to find the information you want offers literally none of those benefits and does what you're asking for much less efficiently, much less concisely and quickly, and with much more fluff in comparison to simply being able to pick up on dialogue of interest without actually prompting it from the character.



This is literally what Neff is asking for: prompting Zelda-style text boxes actually literally involves having to seek out specific characters, with the caveat that you can't see what their text boxes are even going to say until you prompt them to go into their full shtick.

Can't say I like either very much. Xenoblade X gave me areas on the map to look for those bubbles but it got dumb trying to find them.
 
I maintain that if Nintendo does use voice acting, they should invent a Hyrulian language. They have done it multiple times with written Hylian script, now just go full out. No reason to translate it, it can all be subtitled in every language, and it'd give the game a more timeless, Lord of the rings type of feel (see elvish)
 

Enduin

No bald cap? Lies!
If they somehow could make the puzzles as fun as Portal I would totally agree that it could stay. The last few 3D Zelda the puzzles felt like the puzzles in The Last of Us. 1. See gap. 2 See plank.3 Take plank. 4 put plank over gap. rinse and repeat.

I think a problem with this is the fact that we don't get a whole lot of time with many of the items and mechanics used in Zelda puzzles. Each dungeon normally has a very specific theme and item focus and so you get a handful of puzzles around that item/theme, but then that's really it. There's only so much depth to them. Games like Portal or the much more topical game right now The Witness take one very specific mechanic and build upon over dozens of puzzles. Even Nintendo's own Super Mario games rely on this as well. They're constantly able to reshape the same experience over and over again, building on it and subverting it in new ways.

Zelda will never achieve that because the game involves a lot more than just solving puzzles, but they can emulate it better. I think reducing the number of usable items to a core set that we get introduced to early on, and can be used in a variety of ways and are utilized more often would be great. Let us experiment with them, get to know what they can and cannot do and then test us on their application when in combat, when exploring and when solving puzzles.
 

Neff

Member
Having to stop and talk to every character individually to find the information you want offers literally none of those benefits and does what you're asking for much less efficiently, much less concisely and quickly, and with much more fluff in comparison to simply being able to pick up on dialogue of interest without actually prompting it from the character.

Not really, because I can accurately discern which character I'm talking to, which characters I've already spoken to if I get sidetracked, or make a judgement call regarding which character is going to be worth talking to over another versus sauntering aimlessly through crowds fishing for info or walking alongside someone while they relay their life story. For me, the traditional implementation of NPC interrogation is simply more engaging and interactive than the alternatives we've mentioned.

And best of all, I can press a button quickly to make their text scroll faster.
 
Other M's voice acting was only bad because Sakamoto demanded a literal translation, both in terms of the writing and in having the American VAs mirror the Japanese performances.

Look to Fire Emblem or Xenoblade/X. Nintendo has the people to do it right on both sides of the water.

I wouldn't want to see the same stupid shitshow for a NoA localization of Zelda U that we saw for FE:F...
 

jahasaja

Member
I thought SS had pretty great dungeons.

I think I have a bias toward combat so you should take what I say with a grain of salt. But I only remember the puzzles that took you back in time which were all great.

The smartest puzzle that I remember in the game (in the ship dungeon) was spoiled by that awful sidekick before I could figure it out.

I guess since I played so many 3D Zeldas and the formula in the dungeons never changed they have started to feel stale and like busy work.
 
Count me in favor of Hylian/gibberish voice acting.

It's one of the reasons Banjo Kazooie is such a timeless game. It would work well in Zelda.
 

jahasaja

Member
I think a problem with this is the fact that we don't get a whole lot of time with many of the items and mechanics used in Zelda puzzles. Each dungeon normally has a very specific theme and item focus and so you get a handful of puzzles around that item/theme, but then that's really it. There's only so much depth to them. Games like Portal or the much more topical game right now The Witness take one very specific mechanic and build upon over dozens of puzzles. Even Nintendo's own Super Mario games rely on this as well. They're constantly able to reshape the same experience over and over again, building on it and subverting it in new ways.

Zelda will never achieve that because the game involves a lot more than just solving puzzles, but they can emulate it better. I think reducing the number of usable items to a core set that we get introduced to early on, and can be used in a variety of ways and are utilized more often would be great. Let us experiment with them, get to know what they can and cannot do and then test us on their application when in combat, when exploring and when solving puzzles.

I concur! However, since Nintendo do not want to alienate younger audience I think that they will never create really hard and interesting puzzles. Because of this I wish they could just remove them or make them optional.
 

Enduin

No bald cap? Lies!
I concur! However, since Nintendo do not want to alienate younger audience I think that they will never create really hard and interesting puzzles. Because of this I wish they could just remove them or make them optional.

I don't know. They could do it. If they focus on a core set of items and properly increase the difficulty of the puzzles, familiarizing players with the various mechanics we could see some more complex and difficult puzzles. Kids are smart, often times more flexible than adults with that kind of stuff.
 

jahasaja

Member
I don't know. They could do it. If they focus on a core set of items and properly increase the difficulty of the puzzles, familiarizing players with the various mechanics we could see some more complex and difficult puzzles. Kids are smart, often times more flexible than adults with that kind of stuff.

I hope you are right if they indeed will continue with puzzle focused dungeons.
 

Thud

Member
I think I have a bias toward combat so you should take what I say with a grain of salt. But I only remember the puzzles that took you back in time which were all great.

The smartest puzzle that I remember in the game (in the ship dungeon) was spoiled by that awful sidekick before I could figure it out.

I guess since I played so many 3D Zeldas and the formula in the dungeons never changed they have started to feel stale and like busy work.

Dungeons changed completely with SS.

From chamber to chamber towards open spaces. Instead of pull lever X to unlock Y, it's discover the dungeon's trick and progress.

SS and ALBW shook the formula tree. Now let's see if it falls.
 
I thought SS had pretty great dungeons.

They were indeed great, but the dungeons were too linear, small and easy.

These dungeons had a great fresh level design and clever puzzles. If they could combine that with TP dungeons' length and complexity, these would be the ultimate dungeons
 
Give everyone in Hyrule British accents. Get the Xenoblade Chronicles team on this voice-acting.
I'm not a 100% serious but I wouldn't mind either.. honestly.
 

HYDE

Banned
No GB LA ? Please get good.

Came to say this also.
Nor Ocarina of Time Master Quest for GC...for shame.

I want a Link's awakening influence in NX, let's get a Roc's cape/feather Link or a Pegasus Epona.

We already stole the mirror shield from Kid Icarus and many other things, just keep stealing the good ideas and god abilities.
 
Not really, because I can accurately discern which character I'm talking to, which characters I've already spoken to if I get sidetracked, or make a judgement call regarding which character is going to be worth talking to over another versus sauntering aimlessly through crowds fishing for info or walking alongside someone while they relay their life story. For me, the traditional implementation of NPC interrogation is simply more engaging and interactive than the alternatives we've mentioned.

And best of all, I can press a button quickly to make their text scroll faster.

Yeah, that's all fair.

I guess I just wouldn't mind having other layers of interaction in addition to the traditional ones we've come to expect. There's certainly nothing stopping the game from letting you do exactly what you've described - even letting you rush through text with a button press (most voice acted games do this!) - and then also having voiced dialogue in real time if that's a good prompt for you.
 

Enduin

No bald cap? Lies!
SS dungeons were great and bad at the same time. I think for me the greatest failure of them was that while they were good to great dungeon wise, the fact that they tried to have them be both the game world and dungeon backfired.

I've wanted the dungeons to be more seamless with the world itself, but the way SS handled it was a bit too restrictive and artificial feeling. Instead of feeling like I was in the world with puzzles and dungeons a part of it I just felt like I was in slight larger dungeons.

Zelda U excited me a great deal because it's a real open world with the opportunity of having dungeons just be a part of the world. It's large enough that it won't feel like these "little" artificial zones.
 
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