Did anyone else feel an intuitive connection between this and the old top-down Zelda design Aonuma talked about?
I mean, imagine a multilayered 3D world broken broken down into blocks, in the same way top down Zelda's 2D world was broken down into rectangles. At any moment, you only see the block which represents the part of the world you're in, and you can rotate and view it from any direction. Once you finish with that block, you exit to any of the adjacent six, and the game "scrolls" accordingly.
That could be a very interesting way to design a fully 3D world, while also having a very good 3D camera at the same time.
EAD Tokyo Group No. 2 will have release Super Mario 3D World, NES Remix 1+2, and Captain Toad in a span of 2-years.
Retro ain't got nuffin on that.
That was all done by the same team in Tokyo?
Then what has EAD Tokyo 1 been up to?
Oh wow, SPOT ON. I was trying to pin down what this reminds me of. Obviously it's quite different, but in many ways it has the same sensibility. Very cool.
Gave me a Toki Tori vibe personally. The genius here, I feel, is in making each level a small block in a larger 3D space, allowing you to rotate and view it from every direction, as if it were a rubik's cube or something.
Not only does it enable the gameplay to be broken down into more manageable chunks, it also makes the experience feel more tangible, and therefore more immersive.
Furthermore, it looks like they'll have a more balanced difficulty level than either Toki Tori or Zack & Wiki, which I feel was perhaps their biggest fault.