Bruno_Arrais85
Member
Are we sure there aren't towns? In the IGN Interview they state there are villages at least:
end of discussion.
Are we sure there aren't towns? In the IGN Interview they state there are villages at least:
dark souls + zelda
Why does the game look so easy? Where are the enemies?
Open world adventures don't mean shit if there's no real sense of danger.
I see a lot of conceptual appeal to what's going on, but the more that's shown the more concerns it raises. Wind Waker's approach to exploration allowed for a greater degree of randomness to the exploration, because the sea that filled the space between the islands could have all sorts of oddities pop up at any time, and then the islands themselves served as fixed landmarks that could be combed over. There was a very distinct loop where the player would see islands on the horizon and feel this draw towards them to discover what was there. I don't really get the same vibe from what's been shown here.
Additionally, many of the new mechanics simply have me wary. The magnet stuff feels reminiscent of the physics based stuff from Half-Life 2, which skirted by on how technically impressive it was at the time. But that stuff really has not aged well, with most of the puzzles feeling rudimentary, and combat encounters often breaking around these tools being abused. It doesn't help that powerful tools exist that aren't encumbered by the durability limits weapons have. The reusable bombs negated most of the open world encounters into almost nothing.
There are loads of collection/inventory mechanics, but what does it really build towards? Modern games that do indulge these concepts carry crafting systems, cooking systems, harsher survival elements, or multiplayer elements. As is, the loot elements here just seem too simplistic while still requiring needless management.
Not really picking up a real desire to wander around this open world either. The locations don't really feel like they have a history or story to tell, and the interactions with this element of nature Nintendo is trying to push just don't seem complex enough to be interesting for very long. There aren't enough pieces or types of AI interacting with one another to really create an environment that feels organic. If the enemy placements were less static or they had behaviors that moved beyond just sleeping around camp that'd go a long way, but this isn't that kind of game.
we already saw a Guardian whose laser attacks always left you with less than 1 heart at first hit.Why does the game look so easy? Where are the enemies?
Open world adventures don't mean shit if there's no real sense of danger.
Why does the game look so easy? Where are the enemies?
Open world adventures don't mean shit if there's no real sense of danger.
omg, is there a gif or a video link? would be super nice!
Let me extrapolate from what we know:
Looks like it's in the post Wind Waker time line and further down past Phantom Hourglass and Spirit Tracks. Also Link rocking the blue tunic is reminiscent of The hero of he winds outfit. "Breath" is interchanable with "Wind". Looks like the Master Sword was moved since it's not still stuck in the head of Ganondorf.
Can't be before the Wind Waker since there are no ruins in that world and since the flood only happens about 100 years after Link jumped back to the Twilight Princess Timeline, Hyrule would still have quite the populous.
Why does the game look so easy? Where are the enemies?
Open world adventures don't mean shit if there's no real sense of danger.
Not even close.
Oh, he said that today? Awesome! Mind if I ask where he said that, though, just so I can rest easy?Aonuma said there are in fact towns.
Why does the game look so easy? Where are the enemies?
Open world adventures don't mean shit if there's no real sense of danger.
Not even close.
The darkness swirling around Hyrule Castle is "the Calamity Ganon." Appeared 100 years before BotW and laid waste to Hyrule
Hyrule Castle has been containing the Calamity Ganon ever since, but just barely
Source of this story info is in-game cutscenes and conversations with the old man.
Did anyone summarize what we learned about the game today in a post?
Let me extrapolate from what we know:
Looks like it's in the post Wind Waker time line and further down past Phantom Hourglass and Spirit Tracks. Also Link rocking the blue tunic is reminiscent of The hero of he winds outfit. "Breath" is interchanable with "Wind". Looks like the Master Sword was moved since it's not still stuck in the head of Ganondorf.
Can't be before the Wind Waker since there are no ruins in that world and since the flood only happens about 100 years after Link jumped back to the Twilight Princess Timeline, Hyrule would still have quite the populous.
Oh, he said that today? Awesome! Mind if I ask where he said that, though, just so I can rest easy?
I see a lot of conceptual appeal to what's going on, but the more that's shown the more concerns it raises. Wind Waker's approach to exploration allowed for a greater degree of randomness to the exploration, because the sea that filled the space between the islands could have all sorts of oddities pop up at any time, and then the islands themselves served as fixed landmarks that could be combed over. There was a very distinct loop where the player would see islands on the horizon and feel this draw towards them to discover what was there. I don't really get the same vibe from what's been shown here.
Additionally, many of the new mechanics simply have me wary. The magnet stuff feels reminiscent of the physics based stuff from Half-Life 2, which skirted by on how technically impressive it was at the time. But that stuff really has not aged well, with most of the puzzles feeling rudimentary, and combat encounters often breaking around these tools being abused. It doesn't help that powerful tools exist that aren't encumbered by the durability limits weapons have. The reusable bombs negated most of the open world encounters into almost nothing.
There are loads of collection/inventory mechanics, but what does it really build towards? Modern games that do indulge these concepts carry crafting systems, cooking systems, harsher survival elements, or multiplayer elements. As is, the loot elements here just seem too simplistic while still requiring needless management.
Not really picking up a real desire to wander around this open world either. The locations don't really feel like they have a history or story to tell, and the interactions with this element of nature Nintendo is trying to push just don't seem complex enough to be interesting for very long. There aren't enough pieces or types of AI interacting with one another to really create an environment that feels organic. If the enemy placements were less static or they had behaviors that moved beyond just sleeping around camp that'd go a long way, but this isn't that kind of game.
dark souls + zelda. this is the reboot the series needed. finally a return to discovery, exploration, mystery, gear collection. so hype
There are dungeons, but they didnt seem to be in the games demo. It was possible, though, to access a shrine. The shrines are mini-dungeons full of puzzles and that dole out rewards that amp up Links health and stamina. There are 100 or so shrines in the game, according to Aonuma. Their entrances also serve as fast-travel points.
Does there really need to be a reason for that though?I'm not sure why Link is right handed, though. What's the explanation?
Yeah sure, I know that, I don't expect to see big HD towns either but maybe some houses?
EDIT: oh it was a joke post, I feel naive and stupid as hell now
Thats kinda impossible since apart from the Master Sword location (should be on ganon's head), in spirit tracks, a new and prosperous hyrule was found. Plus the Temple of time by no means should be present in the new-found Hyrule.
Only the presence of the Koroks sustain a post Wind Waker timeline
Much like Mr. Aonuma's hair, the unpleasant side of the fanbase has caused Fi to age faster.This game is so far into the future that the sword of gods that has lasted eons, has actually eroded and decayed.
Wtf.
It's designed to be the first area of the game, I imagine there'll be tougher enemies in more remote places.Why does the game look so easy? Where are the enemies?
Open world adventures don't mean shit if there's no real sense of danger.
That picture is a fan edit.What the fuck. It actually looked like this? This is crazy. Talking about a huge downgrade. And i remember how Nintendo back then said it was all on Wii U. Should have known Wii U was never gonna do that. I'm sure the game will be enjoyable, but i can't deny being very disappointed with how it looks.
I'm sure there will be more complex enemies later in the game, but I'm specifically seeking a system that would create some kind of circle of life. Enemies just sit in their camps rather than hunt or survive, and I don't see the monsters really interacting with one another. The AI behavior doesn't facilitate unique experiences occurring in the overworld.You do have to consider that the area they're running around in is a very, very small corner of the world, who knows what the enemies are like in other places.
Been at work reading the thread but can't watch the stream. Is there an archive link to watch when I get home?
Dunno if this was on the stream since I had to step away a bit, but Ash of GameXplain just tweeted some story details: