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Aonuma: Zelda Wii U will challenge series conventions.

StevieP

Banned
I love Skyward Sword's motion controls, but many, many people dislike them, so a phrase like "you didn't play Skyward Sword" doesn't work in your favor. There are legitimate reasons why people dislike the motion controls, even though they work fine for you (and for me too).

People (who have actually played the game and are not just trolling) would actually prefer combat to be button-mashing again?
 
If they stop making OOT over and over again but with a different art style and a gimmick or two designed entirely to streamline... maybe I'd be interested in a Zelda game again.

And decide on whether you want me to take your "epic adventure" series seriously or not. One moment, you're wasting my time trying to be emotional, epic and serious, and another minute I'm watching a blues clues character dance around going "bebebebe." Pick a tone. Stick with it. Pick a demographic. Stick with it. There's more to tone than art style. There's more to demographic than genre. And if they don't want to cater to a specific demographic...that's fine, but then you need to be as talented as Pixar and walking that line masterfully with layers of depth...rather than hopping back and forth from one side of the line to the other like jumping rope hoping to appease everybody.

Or better yet, fuck story, they always suck and could be broken down into a 1 second intro ala ghouls and ghost (oh no, the princess! Get that demon!) and be done with it. Not everything in your game needs to be explained or tutorialized. Mystery is ok. I don't need direct motivation at all times. The pacing doesn't have to be so deliberate. You don't have to have a tutorial puzzle for every new item. Let the player go. Let em go. Let...em...go. He will learn to fly on his own. I promise. Just make an intuitive game. That's your responsibility.

They're called adventure games for a reason. Playing a modern zelda reminds me, at best, of a really awkwardly paced megaman than an adventure...and at worst, well, let's not even go there. The fact that they're calling what was once referred to "outerworlds" as "hub worlds" now really speaks volumes.
 
People (who have actually played the game and are not just trolling) would actually prefer combat to be button-mashing again?
Yeah I don't see why not, no dealing with recalibration and the A button is always going to do what you want when you press it. And your still going to need different button and gadget combos to beat different enemies instead of just button mashing.
 
Or better yet, fuck story, they always suck and could be broken down into a 1 second intro ala ghouls and ghost (oh no, the princess! Get that demon!) and be done with it. Not everything in your game needs to be explained or tutorialized. Mystery is ok. I don't need direct motivation at all times. The pacing doesn't have to be so deliberate. You don't have to have a tutorial puzzle for every new item. Let the player go. Let em go. Let...em...go. He will learn to fly on his own. I promise. Just make an intuitive game. That's your responsibility.

They're called adventure games for a reason. Playing a modern zelda reminds me, at best, of a really awkwardly paced megaman than an adventure...and at worst, well, let's not even go there. The fact that they're calling what was once referred to "outerworlds" as "hub worlds" now really speaks volumes.

Coming from someone who loves the story, I agree. Not everything needs to be shoved down the players throat. Things can be uncovered without making it into a giant spectacle. Some of the best video game storys are the way they are because they are somewhat left to the players imagination.

Tutorials need to die. If they were optional that would be fine as well, but they really aren't necessary. Gamers were fine without them in the early days, so why not now? I think now that Nintendo has shown a larger group that games are fun, they can back off with the hand holding. They might lose some of the new demographic, but isn't it a smarter move to market the core games at the core gamers anyway?


People (who have actually played the game and are not just trolling) would actually prefer combat to be button-mashing again?

The only way I would be ok with traditional controls is if they found a way to give combat the same level of depth as they have with M+. I doubt that will happen.

They do need to refine enemy aggression, though. It's way too easy once you get the hang of it, and that takes away from the point of the system.
 

dark10x

Digital Foundry pixel pusher
The only way I would be ok with traditional controls is if they found a way to give combat the same level of depth as they have with M+. I doubt that will happen.
You seem to be insinuating that it is impossible to match the depth of Skyward Sword's combat mechanics with a gamepad.
 
Wishlist:

-no motion controls
-no slow text or item collection bullshit from SS
-must include Link, Zelda & Ganon
-classic themes from the NES titles
 

dark10x

Digital Foundry pixel pusher
"I doubt that will happen."

I seem to be doing the opposite.

Ha ha, typo on my part.

The point I was heading towards was simply that we've already seen combat systems in others games with more depth than Skyward Sword offers. SS does bring a unique take on combat to the table, no doubt, but it's still a pretty simplistic combat system.
 
Time to get back to the old school. Drop me in the world at let me discover the intricacies of game play and destinations on my own. I want to figure out whats going on in Hyrule by exploring Hyrule. Enough with the hand holding.
 
Ha ha, typo on my part.

The point I was heading towards was simply that we've already seen combat systems in others games with more depth than Skyward Sword offers. SS does bring a unique take on combat to the table, no doubt, but it's still a pretty simplistic combat system.

Not trying to be a jerk, but any examples?
 

Branduil

Member
I would love to see the atmosphere and framework of Demon's Souls in Zelda (with a bit more Zelda flavor in there, of course), but not with the high difficulty level. That simply isn't well suited to a Nintendo series. They would seriously limit their audience and turn away some fans of the series.


Can't agree with that at all. AlttP featured a *MUCH* more interesting and vast overworld with a lot more to see while OoT is empty and sparse outside of dungeons. The stuff you do between dungeons in Alttp is much more entertaining, I think.

The
surface areas
in SS are pretty much like LTTP.
 

onipex

Member
I no longer want Nintendo to go back to the series's roots, which was a huge hope of mine for a long time. Now I just want to see them keep trying new things.


This.I played Zelda 1 and 2 recently and I really don't want Nintendo to go back to that.

I'm enjoying Sky Sword so far so I'm happy to see what else they will come up with. I don't want another prequel, but since Skyward Sword leaves room for one I'm sure Nintendo will make another one.
 

Xun

Member
I've yet to finish Skyward Sword but the more I play it the more Zelda-type games I want.

There's nothing that captures the sense of adventure like this in the way Zelda does.
 

Cosmozone

Member
I do want a darker Zelda, however. That's what Team ICO essentially gives us, and are quite loved for it.
I'm pretty sure this will be the case. I suspect, that there's a sort of dark/light cycle throughout the console Zeldas. OoT/MM was dark, then came the more lighthearted WW. TP (dark), SS (light).
 
How cool would it be if they did something really amazing with combat and puzzles with use of the WiiU controller - right now, the obvious use seems to be a convenient item management screen, but this is Nintendo so I'm expecting something really clever coming from them.
 

Mato

Member
The good thing is he sounds excited, SS development seems to have rejuvenated his interest about the series and rightfully so. SS has opened up an new world of possibilities for Zelda.
 
There's something wrong if you find yourself not liking Wind Waker, Twilight Princess, OR Skyward Sword. You just don't know or understand what Zelda is. Out of those 3 titles, SOMETHING should have appealed you. I can see A Link To The Past elements in SS, for example
 
Hopefully the conventions it'll challenge first are the terrible HUD and rampant, obnoxious notifications.

My first glimpse of a far-off lizard dude in the 2nd dungeon got me excited to face a real enemy in this hand-holding game, but while running toward him, Fi had to stop me and tell me he's a dangerous foe and give me some tips on how to defeat him.

FUUUUUUUU-
 
I can see some similarities. The overworld is kind of tiny though, and it doesn't offer that much exploring.

You call it tiny, I call it "hurray i'm running across a big empty field againnnnn at least i have a horse so it's faster than an hour".

But that aside, you're mostly right. Hyrule Field is dull and stupid. But everything it connects to (which still counts as overworld, in my book) is pretty rad.

This feels weird, I almost never defend OoT, even a little, with the backhanded comments in tow. I think I broke something.
 
That almost sounds like 3D Dot Game Heroes.

Uhh, how so? I've never played it, but... Unless you're just bringing up that 3D Dot Game Heroes is 2D Zelda done in 3D.

Although that reminds me. I now live with someone who has a PS3. I should get that game. U:
 

Xun

Member
Uhh, how so? I've never played it, but... Unless you're just bringing up that 3D Dot Game Heroes is 2D Zelda done in 3D.

Although that reminds me. I now live with someone who has a PS3. I should get that game. U:
Yeah.

It just seemed like that's what he was alluding to.
 
The more I think about it, I'm kind of pissed Nintendo just starts all over again with each iteration instead of learning from their mistakes and concentrating on improving what works. For the next Zelda I'd hope they take the best out of the last three 3D Zelda's and work on fixing the problems.

That would be the game that "finally surpasses" Ocarina Of Time for many people.
 

beril

Member
Wish list:
No handholding, no tutorials, no cutscenes and a handful of NPCs with a few lines of dialogue at most. Basically do Zelda 1 with the modern Zelda gameplay, or something in between the 2D Zelda and 3D Zelda gameplay. And give it to the guy who made Super Mario 3D Land. I just want an interesting overworld to explore and a bunch of dungeons, no cinematic fluff or tedious fetch quests and slow transportation segments.
 
The more I think about it, I'm kind of pissed Nintendo just starts all over again with each iteration instead of learning from their mistakes and concentrating on improving what works. For the next Zelda I'd hope they take the best out of the last three 3D Zelda's and work on fixing the problems.

That would be the game that "finally surpasses" Ocarina Of Time for many people.
Ocarina has been passed at least twice now (I haven't played SS so I can't judge that). The game hasn't aged very well at all.
 

Alchemy

Member
This sounds great until you realize the only thing they're going to use the controllers screen for is a dedicated constantly active version of Fi who tells you step by step what to do in the game.
 

peakish

Member
The more I think about it, I'm kind of pissed Nintendo just starts all over again with each iteration instead of learning from their mistakes and concentrating on improving what works. For the next Zelda I'd hope they take the best out of the last three 3D Zelda's and work on fixing the problems.

That would be the game that "finally surpasses" Ocarina Of Time for many people.

Nope, since all fans have different opinions of which features to improve. Some want more exploration, some want more focus, some want better combat, some want more story. Plus, we really should let go of OOT as the bar the series needs to reach again - we can never surpass something if that something already is the goal we strive towards. (In my mind it has already been passed by Majora and now possibly SS anyway)

I very much prefer them to explore more different mechanics and game styles than just reiterating what's already been done.
 
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