Some NPCs in OOT can't be talked to
And half of the ones you could talk to had shit dialogue lol
Didn't Aonuma really like far cry 4?
Hmm.. I don't remember that (at least in OoT 3D), but I played the game years ago. OoT Castle Town felt more alive than TP Castle Town, that's for sure.
God damn it, guys, it's a metaphor. He doesn't mean Japanese to Western literally.
It's about how big the difference will be, not WHAT it will be.
He's talking about the change of going from say rice (eastern cuisine) to roast potatoes (western cuisine), that one is different from the other. It's not a literal statement about western influence.
ARE YOU TELLING ME THEY'RE MAKING ZELDA INTO A FIRST PERSON SHOOTER?!
How can you take a simile literally?
Miyamoto about Wind Waker:
"At the end of the production we fought against the clock and there were parts that I was forced to approve even though it didn't feel complete...I apologise that we didn't fix the triforce hunt at the end of the game. It was slow and dull."
PUT BGBWS POST ON TOP OF YOUR OP.
There were market stands for example with huddles of people standing around them but only like one or two of them would talk to you.
It's still a Zelda game guys. It's not going to become Skyrim.
I'm hoping for a re-imagination of the progress-by-items system. I think the franchise could do with a soft reboot here tbh. I don't necessarily think the renting system from ALBW is the way to go. I'm not sure what is the way to go, haha. I just hope it'll be fun.
I'll be very surprised if they manage to come up with anything as ground breaking as Ocarina of Time was again though.
quick before anyone makes another joke and tarnishes zelda's name!
he "thinks"? aren't they at a development stage where they should already know if they can or not?
Western flavor, ugh. First news tidbits I don't like.
He's talking about the change of going from say rice (eastern cuisine) to roast potatoes (western cuisine), that one is different from the other. It's not a literal statement about western influence.
He's talking about the change of going from say rice (eastern cuisine) to roast potatoes (western cuisine), that one is different from the other. It's not a literal statement about western influence.
Using a metaphor to compare the change in creation of a work to eastern food to western food sounds EXACTLY like he's referring to western designs as opposed to eastern designs.
No it doesn't. Think about it from a Japanese perspective. Japanese food = very familiar. Western food = something different.
the timing of this statement is troubling. saying "we'll be able to" as if the development progress is slow.. idk - could just be translation issue.
Since before TP I've been advocating that they go to a simpler item system. Focusing on depth of items rather than breadth. Progress-by-items has worked in the past, but it's gotten quite tiring and predictable in recent entries.
With Zelda U being the first true open world game in the series it would be nice if they really went all out in developing and exploiting that sense of exploration and accomplishment by allowing for as much non-linear progression as possible.
A good way of doing that in my mind is to introduce a core set of items to the player that will all be utilized a great deal throughout the game and rely more on the player's utilization of them rather than obvious and limited applications. If we could get all the main items, say by the 1/3 mark of the game, and instead of say ~9 or so usable items as most previous games have had, we instead have ~5 main items that can do a lot and be used almost anywhere that would be fantastic.
I want the game to give me tools that I can really experiment with and utilize in a multitude of ways. Both in and out of combat. From dealing with enemies, to solving puzzles to exploring the world. My fondest memories of past Zelda games is those moments when you had to trigger a switch or solve a puzzle using an item, or items, in a new and unique way you hadn't previously thought to do so.
One of my favorite things in OoT was messing with the Hook/Longshot. Seeing what I could latch onto. Since then though everything has been sectioned off to very specific and limited uses. The Hookshot now generally just latches onto set markers and some other surfaces, but not may and most other items are very transparent about when and how they should be used. I would really like to see them break down those barriers in Zelda U. Give us the ability to explore and experiment in the world as much as possible. It's certainly not an easy thing to develop, but for me that would a huge series shift/advancement as big as the move to 3D that OoT brought in.
I don't think "new" is what Zelda really needs. I think they should just refine what they had around the time of ALTTP, OoT and MM. Everything after became bloat and just felt like they didn't know what to add or added stuff they didn't need so it started to get repetitive and sluggish. Everything after N64 Zelda felt like no one played the game all the way through and noticed the pacing issues.
New combat and harder difficulty would be nice though.
Using a metaphor to compare the change in creation of a work to a change in eastern food to western food sounds EXACTLY like he's referring to a change in eastern designs to western designs.
I don't think "new" is what Zelda really needs. I think they should just refine what they had around the time of ALTTP, OoT and MM. Everything after became bloat and just felt like they didn't know what to add or added stuff they didn't need so it started to get repetitive and sluggish. Everything after N64 Zelda felt like no one played the game all the way through and noticed the pacing issues or just weird issues like being told rupee worth and what bugs are.
New combat and harder difficulty would be nice though.