I would actually like them to do like Mario sunshine or persona where the protagonist remained silent but everyone else spoke..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.
Grey Ocarina of Time?
Fucking casual.
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
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.
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???
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.
Skyloft was probably the best Zelda town after Clock Town so he wasn't that far off.
Also, shiek fits you better than Spider-Man.
You got Pipit's mom creepily requesting Link to come to her house at night and clean her dusty home.
Shit, I kinda just want this.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.
Mexican one beats both of them.
I would actually like them to do like Mario sunshine or persona where the protagonist remained silent but everyone else spoke..
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 think this is the best way to go about it. Silent Link with everyone having quality voice acting.
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.
But Zelda is like the last action adventure series to have puzzles.
Im a fan of this disturbingly funny quest outcome:Spidey got me too hyped. Sheik will return eventually
ok I do remember that
that was funny
Im a fan of this disturbingly funny quest outcome:
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.
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.
Im a fan of this disturbingly funny quest outcome:
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.
Skyward Sword was pretty good
I'd want more than two. The ones in SS were fantastic.I'll even take one or two tear collecting segments if we can agree to never repeat the tadtone bit ever again.
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.
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.
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.
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.
I thought SS had pretty great 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.
Yeah. Some of the best in the series.I thought SS had pretty great dungeons.
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.
Doubt it, no one wants a wiiu
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.
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.
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 thought SS had pretty great dungeons.
Hopefully Zelda would be better written than the travesty that is FE:FI wouldn't want to see the same stupid shitshow for a NoA localization of Zelda U that we saw for FE:F...
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.
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.
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 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.
I thought SS had pretty great dungeons.
PewechPreach.
No GB LA ? Please get good.
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.