Aonuma jumped in at this point and clarified, "...if you create a game where everybody else in the game speaks but Link doesn't, it emphasizes the fact that he is silent and draws even more attention to it."
He already has attention drawn to him being silent in the games, it wouldn't make a difference.This is what I've always believed. Aonuma gets it.
But if Jonathan Potts voiced Link it would make the snarky dialogue choices in Skyward Sword a million times more funThis is what I've always believed. Aonuma gets it.
He already has attention drawn to him being silent in the games, it wouldn't make a difference.
Lack of voice acting in a series that prides itself on cinematic presentation is an embarrassing relic of the cartridge era.
i don't think the game needs voice at all. I think it needs the ability to SKIP THEIR GODDAMN TEXT
But even in the naivete of my youth, I could see in Saria's joking manner how close she felt to me. Saria knows my past. And she knows me better than anyone else. Confession time. Because I was so young when I lost both of my parents, there's no question I saw Saria as a mother figure. When I rebelled against her, I knew I could get away with it. And her maternal compassion in the face of my rebellion reinforced the special bond I felt with her. I understood well that chances were slim that I would ever find anyone that understood me like Saria. And yet... When the time came, I still left her side. I was so young. Young and naive...
Bullshit. Cinema derives its power through VISUALS, not dialogue.
Right. Let's all go back to making silent films.
The cinematic game experienced has evolved. Every other major cinematic experience from Nintendo utilizes voice acting. For the most part, they've done a pretty damned good job with it.
i don't think the game needs voice at all. I think it needs the ability to SKIP THEIR GODDAMN TEXT
Man, I dunno about this VA stuff in Zelda. That's the least of the problems from what I've heard. I wouldn't know though, I've quit every Zelda game since LttP from boredom and being saturated in hand holding.
Now it would be pretty cool if language (like some ancient language) was a new gimmick in the game's world/puzzles, like you had to speak certain words into the microphone on the controller to activate certain skills/puzzles. That'd be cool.
I think the Wii U tablet is actually perfect for language based puzzles. Make a book/codex one of the key items in the game, and leave "ancient Hylian" all over the game world for the player to translate.
I think the Wii U tablet is actually perfect for language based puzzles. Make a book/codex one of the key items in the game, and leave "ancient Hylian" all over the game world for the player to translate.
If they're gonna update the series, give it to Retro. Nintendo isn't capable of doing it themselves. Hopefully they ditch the motion.
I think a lot of you are downplaying or overlooking the effectiveness of Zelda's cutscenes.
This scene from Windwaker is as good a videogame cutscene as any out there. It is not like a blockbuster movie, but it is also not trying to be. Treating it as a limited version of an Uncharted cutscene makes about as much sense as treating La jetée as a bad version of 12 Monkeys. Okay, so that's an extreme case, but I think it's worth calling attention to some of the cool, idiosyncratic things going on in the Wind Waker cutscene. The text interruptions are usually matched with a strong image, and the characters generally move from pose to pose (almost like in some ultra-stylized forms of theatre--kabuki comes to mind [although comic books might be a good comparison]) in way that is both perfectly engaging and supportive of a storytelling method where the player can choose when to press forward (admittedly, this would be better if Zelda let you manipulate the general text speed). I'm not saying it's brilliant or miraculous, but it's a perfectly reasonable way for a videogame to tell its story.
There are simply bigger problems for Zelda games to address. Even within the story presentation.
Yeah, I've heard them mention this before I think. IMO, it's one of the biggest factors that Nintendo weigh up.I dont really care either way as long as it doesnt hurt the design in anyway. Nintendo will scrap, completely redo, or create entire sections of the game very far into development if they find the fun. Just look at the first two Twilight Princess trailers compared to the final game. Voice acting requires planning and a script from the start unless the VA are on call i guess. You cant build cutscenes with lip sync months before release.
I dont know. As long as its fun.
Wind Waker has several cutscenes like that. In the speech Ganondorf makes before the final battle, they slow the text down at some points to convey that the characters are talking slowly, or paused momentarily. It was quite good.
I do have to wonder how it would be with VA, but who knows if it would be better.
If they're gonna update the series, give it to Retro. Nintendo isn't capable of doing it themselves. Hopefully they ditch the motion.
I dont really care either way as long as it doesnt hurt the design in anyway. Nintendo will scrap, completely redo, or create entire sections of the game very far into development if they find the fun. Just look at the first two Twilight Princess trailers compared to the final game. Voice acting requires planning and a script from the start unless the VA are on call i guess. You cant build cutscenes with lip sync months before release.
I dont know. As long as its fun.
What does this even mean? Newsflash. Retro didn't develop Metroid or Donkey Kong Country by themselves. Kensuke Tanabe and his Nintendo SPD3 are all over the place.
Well unlike the game sections it seems they always tend to have the story aspects fairly worked out. There was text data retrieved from an August 2010 SS demo and almost all, if not all, dialogue is exactly the same and the story is exactly the same.
What does this even mean? Newsflash. Retro didn't develop Metroid or Donkey Kong Country by themselves. Kensuke Tanabe and his Nintendo SPD3 are all over the place.
I'm sure that is probably true. They could even go a mix route and just have the major scenes voiced and switch to text for everything else. Even then though, the idea of Nintendo committing itself to not touching up a section of its games because of voice seems wrong to me.
Anyway, does anyone have any insight on when treehouse begins the main thrust of translation for Nintendo's big games? I realize the amount of text various greatly from say a mario or kirby to a zelda, but i would be curious to learn whether they start slowly almost immediatly or if there is a general time frame. Then again, SS has been in the 'polish' stage for like 6 months so they could have been done with it last year.
Retro had a large hand in bringing Metroid into 3D. Yeah, Nintendo had influence, but Retro still had a lot of freedom with it. You can tell that the some of the freedom was eventually lost with MP3 where Nintendo wanted to use it to show off motion controls.
I just think Nintendo needs some help when it comes to modernizing their franchises. The internal studios are still very much stuck in the past, and it's not that I don't think they're capable, but there will be growing pains that could be avoided if they have help from the outside.
Like I said earlier close to 100% of all the dialogue and text information that you see in SS was already translated into English by August 2010.
Retro had a large hand in bringing Metroid into 3D. Yeah, Nintendo had influence, but Retro still had a lot of freedom with it. You can tell that the some of the freedom was eventually lost with MP3 where Nintendo wanted to use it to show off motion controls.
I just think Nintendo needs some help when it comes to modernizing their franchises. The internal studios are still very much stuck in the past, and it's not that I don't think they're capable, but there will be growing pains that could be avoided if they have help from the outside.
Haha. While we're at it, why not have Falcom do a portable Zelda?They should hand it off to From Software. Is there anything preventing them from doing this? Would love to see that.
Haha. While we're at it, why not have Falcom do a portable Zelda?
But Aonuma as the manager and producer of Zelda, and his planning team, they really need to evolve Zelda out of the Nintendo 64 era when it comes to presentation and features.