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Eiji Aonuma wants to include less tutorials in new Wii U Zelda

It's funny that you say this, since one of the great things about the Souls games is how mercifully short and skippable the tutorials are.

My favorite part of Demon and Dark is how it's really tame at first, Swing Your Sword, Do a Roll, etc etc and you're fighting basic slow zombies enemies and then it's all like "WTFBBQOMGWHATISHAPPENINGIMDEAD!"
 
I'm probably the only one who enjoyed the tutorial part in Skyward Sword, the town was so bright and alive I really enjoyed exploring it while doing the tutorial stuff

I really liked Skyloft too, but it would have been nice if you could discover and appreciate all that stuff organically instead of being lead by the nose for well over an hour at the beginning of the game.
 
He already delivered that on ALBW, what I want now is non linear dungeons. Not all of them have to be non linear, just a few of them
 
I'm probably the only one who enjoyed the tutorial part in Skyward Sword, the town was so bright and alive I really enjoyed exploring it while doing the tutorial stuff

While that was a bit long for some, I think more people were annoyed by Fi's constant interruptions throughout the game more than the beginning tutorial section.
 
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I hope they put this in the game, you go into a cave and some old man gives you the sword saying that
 
I'm probably the only one who enjoyed the tutorial part in Skyward Sword, the town was so bright and alive I really enjoyed exploring it while doing the tutorial stuff

I really liked Skyloft, and the tutorial wasn't that bad to me, plus it had some great character building for Zelda. Subsequent playthroughs got a little worse, but it was still not as bad as people say it was
 
I would be especially fascinated if he did what was done with the very first Zelda game:

Put you in the world, you figure out your own controls and find the dungeons. Especially nowadays, folks can use the internet/Miiverse if stuck or simply weak.
 
YES!

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NO.

I do not want the renting/purchasing items to return in a 3d zelda.

The items should be scattered around the world in different spots.
Hints given by NPCs and dark souls styled messages through miiverse.

Aonuma, if you are reading this, listen to this person!
 
Forced tutorials were essential for early 3D games like OoT because playing a game in 3D space was new for everyone. Now, 16 years and 4 3D Zelda games later, I think we can shove this stuff off to the side and make it optional.
 
I would be especially fascinated if he did what was done with the very first Zelda game:

Put you in the world, you figure out your own controls and find the dungeons. Especially nowadays, folks can use the internet/Miiverse if stuck or simply weak.

Just give people the option at the start of the game:

> I am a hardcore gamer, leave me alone

> I am a noob, help me with everything that might frustrate me
 
but what will the majority of the Zelda fanbase complain about now?

They will complain about the heavy bow use. Aunoma has alluded to the next Zelda relaying heavy on the Gamerpad, and with the recent trailer, I'm assuming they will make full use of Gamerpad gyro to control the bow (similar to the Nintendoland minigame). Combined that with what whatever else they do with the Gamerpad and you will have complaints galore!
 
Sounds good to me. Just makes me wonder what he's got planned to fill this new gigantic world he's building.

Yeah. Gigantic world has shot to the top of my "most excited" and "most skeptical" features because of this. Will the team be prepared to create a large world that's fun and enjoying to explore?
 
Just give people the option at the start of the game:

> I am a hardcore gamer, leave me alone

> I am a noob, help me with everything that might frustrate me

It's really that easy. Many games do that already, no reason it can't happen in Zelda as well.
 
Four to five hours to start playing SS? What is this?

I just finished a second playthrough of SS and I was in an out of Skyloft in about 30 minutes counting the time of cutscenes.
 
While that was a bit long for some, I think more people were annoyed by Fi's constant interruptions throughout the game more than the beginning tutorial section.

Fi's interruptions were definitely a big sticking point, especially if you can't resist the urge to call on her when the game prompts you to, which will result in either the vaguest hint towards what you need to do, or solving the entire puzzle for you. Thankfully, I had read about those prompts being entirely optional, so that was never an issue for me, but I wouldn't have known that if someone hadn't already experienced that pain.
 
I think the reason I can never restart Twilight Princess is because of the long, boring tutorials in the beginning of the game. I wish there was a way to skip those. I don't want to fish.
 
They are saying all the right things so far. Must... restrain... hype train.... keep expectations in check....

SS tutorial section was less oppressive to me than TP's intro just because the motion controls were so novel. Link Between Worlds demonstrated a better way to tutorialize: show, don't tell. Game design that subtly guides the player while leaving space to think and learn for themselves
 
Woot woot. I mean, I don't know that I believe him - fans also complained about the long boring intro/tutorial section of Twilight Princess, and Skyward Sword still had a long & boring intro/tutorial section. But apparently the new 3DS one is better?

I'm hopeful, but not holding my breath. Still wish they had gotten Aunoma on another series, and let another studio take a crack at Zelda.

Edit: And Skyloft is only a 30 minute optional exercise if you already know that it's a 30 minute optional exercise. If you make the mistake of thinking there might be important things going on in this floating city you start off in, you can easily spend far more time exploring and looking for important things to do (which you won't find).
 
I doubt the new Zelda game will simply throw players in the world. I'm guessing we'll start off in a very simple to navigate dungeon before completely opening up the world to players to travel in any way you wish.
 
The introduction is hardly a problem, its the constant interruptions and overly obvious hints provided by NPC helpers, dialogue, and when the game takes over camera control.
 
As long as it doesn't take away from the story introduction, great.

Next up: No item renting confirmed
please
.
 
The opening sequence in modern Zelda games needs to learn from A Link to the Past and Metroid Prime.

Both offer a visually and emotionally dynamic opening sequence that manages to, seamlessly, integrate tutorials into the game.
 
I don't mind introductions/tutorials as it gives me a chance to ease into the game/enjoy looking around.

However, as others have said, I don't need any further/repeated instructions (i.e. Fi) once the game gets going.
 
Thank fuck. I didn't even get to the first dungeon in SS because of how long all the Tutorial/opening story bullshit took.
 
he keeps saying all the things I want to hear.

I still remember when my older brother bought Twilight Princess for Wii - it was his first Zelda so I guess he was the target audience of the longass tutorials, but they failed miserably. He just wanted to start playing the game, not spend 3 hours talking to grotesque NPCs in a village.
 
They could always take the help/hint/Super Guide route, even for the "initial" boring -control- tutorials.

Make everything optional.

Forgot the controls? Give user the option to play a short clip/interactive training and that's it.

Good news nevertheless.
 
Sounds good, the constant instructions and hand holding in SS were a bit much. Although "four to five hours before you can start playing" is a fairly ridiculous hyperbole.
 
SS provided just that, no way you could beat a Moblin by just slashing left and right

Yes, but as it looks like Zelda Wii U is ditching the motion controls, will we get the bokoblins of TP (mash B to win) or the bokoblins of SS (pinpoint attacks to circumvent guard)?
 
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