• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

HD Zelda

apana said:
Actually yeah this is true, it was mostly the proportions which turned people off about Wind Waker. I personally, however, would love a chibi Zelda:

http://fc05.deviantart.net/fs12/i/2006/317/2/d/Chibi_Zelda_TP_Wallpaper_Day_by_hikari_koi.jpg[IMG][/QUOTE]

It's called Minish Cap
 
PounchEnvy said:
What was that Pendleton Ward said an Adventure Time game would be like? Monster Hunter plus something else? Either way I like his plans.

Adventure Time is essentially Legend of Zelda with comedy. no wonder I love it
 
PounchEnvy said:
If Nintendo wants to return to the original non-linear progression of pre-AlttP Zelda I again hope they use this art style.

6xzO0.png


I'll always post this image until Nintendo does it damn it! Giving it a soundtrack that feels like the world is grand and keep the old-timey anime style will make me so happy.


Reminds me of the Robin Hood anime I couldn´t really watch as a kid (I was raised pretty tv free in the beginning). There´s something else I´d watch in a store´s kids section that really, really gets my brain tingling when seeing this art, but I don´t know what show it was or why it reminds me of it. It just does and that´s a shitty feeling.


I think I´d like a non-clean comic styled Zelda, but I can´t decide. WW style is great, but we already had one real and some smaller Zeldas using it. The picture with tiny Link and the huge, fat monster (Ganon?) is also great.
 
I like these colors but I'm not sure why the face is designed the way it is:

fatlink.jpg


I don't remember this part of wind waker:

fat_linky.jpg
 
PounchEnvy said:
What was that Pendleton Ward said an Adventure Time game would be like? Monster Hunter plus something else? Either way I like his plans.
It was "MH like game that looked like katamari" or something.

And yeah, I stand by my stance that its the Zelda team's decision to change the art style every game or so that results in these kind of threads. No one is worried about how Mario in HD will look because we don't have Mario swinging from shitty Chibi Anime to "Realistic (or "Japan Realistic" because TP doesn't look realistic ... looks like anime attempting to use realistic muddy textures and proportions )".

As much as I love SS Concept art I know that I could hate HD Zelda's style. They may want to do something like TP again to show off Cafe powers ... or they might decide to go Celda again because they refuse to let go of that style and move on (more reason for Aonuma to do something else). Hell, maybe they will make something that looks "western cartoony" like Mario or maybe they will go full anime like that Naruto game.

No one knows and thats the gas for this thread.
 
I'm not sure what's so bad about having changing art styles. It keeps Zelda more fresh and it's neat to speculate about. There is always the possiblity that the art style you like may be the one Nintendo uses next.
 
Black-Wind said:
And yeah, I stand by my stance that its the Zelda team's decision to change the art style every game or so that results in these kind of threads.
Oh, wow, what a revelation, surely no one could have figured that out!

You must be some kind of genius.
 
apana said:
I'm not sure what's so bad about having changing art styles. It keeps Zelda more fresh and it's neat to speculate about. There is always the possiblity that the art style you like may be the one Nintendo uses next.
I never said it was a bad thing, just that thats the bread and butter of these kind of threads.
It's unique, yeah, but it does cause missteps like with WW and later with TP. Like how they talked about how hard it was making TP because Link would just look "wrong" doing certain things if everything wasn't scaled right ... so that dragged out the development time.

Twig said:
You must be some kind of genius.

I know, its feels pretty good.
0fXbs.gif
 
Posting Pikachu gifs isn't helping your case.

Black-Wind said:
I never said it was a bad thing, just that thats the bread and butter of these kind of threads.
It's unique, yeah, but it does cause missteps like with WW and later with TP. Like how they talked about how hard it was making TP because Link would just look "wrong" doing certain things if everything wasn't scaled right ... so that dragged out the development time.
1) They're only missteps to 11-year-olds who don't recognize good art when they see it.
2) Good, you should be glad a video game company cares enough to take extra development time to make sure everything looks right.
 
Twig said:
Posting Pikachu gifs isn't helping your case.
To bad I don't feel like getting my other ones, all the ones I have at hand would be out of context :/
Oh well ... [insert gif]
1) They're only missteps to 11-year-olds who don't recognize good art when they see it.
2) Good, you should be glad a video game company cares enough to take extra development time to make sure everything looks right.
1) You can think WW is "good art" if you want seeing as thats all subjective ... but enough fans disliked it that it had an effect on the success of the title. If Aonuma wants to cling to that art style and make it the HD cafe title when its clear that the fans don't like it then I don't see that as a good choice. "Good Art" can be loved by many if it pleases enough people. Mario and MANY other games prove this. Great Art + Great Gameplay = everyone can love it. So no, don't blame the fans for voting with their money just because they don't like the art style you do.

2) I loved TP but it was NOT worth the wait and it does NOT please me with it's muddy textures and cast of ugly characters. That game had a ton of development problems and the art style was just one of many things that held them back and dragged out the development time. Had they gone for something more exaggerated that would have solved a few problems.
 
Twig said:
Zelda of today is no longer Zelda.

Exactly.

Zelda has become too gamey, too puzzly, too formulaic. It's too easy, too comfortable; there isn't any sense of danger or discovery. Remember when Zelda didn't have a big crack in a wall that tells you exactly where to place a bomb? It's been a long time.

Hell, I'd get rid of the standard puzzle-dungeons entirely - no platforming, nauseating switch puzzles, or any of that stuff. Like Perseus hunting Medusa in the old Clash of the Titans, you make your way to the depths of a ruin and fight an epic battle.

legend_of_zelda_conceptart_APUr3.jpg


legend_of_zelda_conceptart_HbJXm.jpg


legend_of_zelda_conceptart_dPR2x.jpg


z4-final-duel.jpg
 
Ugh how could you get rid of the best thing about modern Zeldas? The puzzles and dungeons. If you really want a directionless Zelda just keep them in there but allow players to go through them in any order they want. Like classic Zelda.
 
Like how they took Galaxy back to its more linear 2D roots, Zelda definitely would benefit from returning to its more exploration based gameplay of the original.
 
Guys, come on. The only good answer is the artstyle of ALTTP manual.

z3manual-07-08.jpg


Otherwise, we have Demon's Souls/Dark Souls.
 
Black-Wind said:
To bad I don't feel like getting my other ones, all the ones I have at hand would be out of context :/
Oh well ... [insert gif]

1) You can think WW is "good art" if you want seeing as thats all subjective ... but enough fans disliked it that it had an effect on the success of the title. If Aonuma wants to cling to that art style and make it the HD cafe title when its clear that the fans don't like it then I don't see that as a good choice. "Good Art" can be loved by many if it pleases enough people. Mario and MANY other games prove this. Great Art + Great Gameplay = everyone can love it. So no, don't blame the fans for voting with their money just because they don't like the art style you do.

2) I loved TP but it was NOT worth the wait and it does NOT please me with it's muddy textures and cast of ugly characters. That game had a ton of development problems and the art style was just one of many things that held them back and dragged out the development time. Had they gone for something more exaggerated that would have solved a few problems.

So how is 2002 treating you?
 
Those Terada images really are quite nice. I like the idea of massive underground cities or caves:

Quoting Retro:

Retro said:
Alright, maybe not an ART style, but I would LOVE to see Zelda tackle a massive 'underworld'; Instead of just having the overworld and dungeons, parts of the overworld could have a large underground area beneath it to explore;

sgr-melora-cave.jpg


Leading down into...

ZrFhy.jpg

(This particular cavern could hold a block of 40-story buildings with room to spare. Apparently clouds even form within the cave and occasionally rain down to the floor.)

zZNJp.jpg


sen3u.jpg


And finally to...

nY0qU.jpg


Yes?
 
shadyspace said:
So how is 2002 treating you?
I never liked the art style, time changed nothing for me.
I also didn't care much for MM when I played it even though it has somehow become the "THE LoZ" on gaf. But I'm cool like that so w/e. B)
 
Confidence Man said:
no platforming, nauseating switch puzzles, or any of that stuff. Like Perseus hunting Medusa in the old Clash of the Titans, you make your way to the depths of a ruin and fight an epic battle.

Thankfully for you, that game has been made.

1-954345_113876_front1.jpg
 
Black-Wind said:
It was "MH like game that looked like katamari" or something.

And yeah, I stand by my stance that its the Zelda team's decision to change the art style every game or so that results in these kind of threads. No one is worried about how Mario in HD will look because we don't have Mario swinging from shitty Chibi Anime to "Realistic (or "Japan Realistic" because TP doesn't look realistic ... looks like anime attempting to use realistic muddy textures and proportions )".

As much as I love SS Concept art I know that I could hate HD Zelda's style. They may want to do something like TP again to show off Cafe powers ... or they might decide to go Celda again because they refuse to let go of that style and move on (more reason for Aonuma to do something else). Hell, maybe they will make something that looks "western cartoony" like Mario or maybe they will go full anime like that Naruto game.

No one knows and thats the gas for this thread.

I would die for a direct sequel to Twilight Princess.
 
artwalknoon said:
Sounds like you want Zelda to become Shadow of the Colossus or something. Zelda has always had a focus on "cutesy characters" and quaint towns. If anything a new HD Zelda will be more like the world of the Fable games and less like the Team ICO games.
lol, he just described the original Zelda.
 
apana said:
Those Terada images really are quite nice. I like the idea of massive underground cities or caves;

I'm glad my little musings are not completely forgotten.

I still stand by the idea that an excellent Zelda game could be built around there being both a full-sized Hyrule Overworld and a Hyrule Underworld beneath it. The connections between the two are either innocent-looking caves scattered through the wilderness or in dungeons. There could be dungeons that not only have a boss, but also an exit to the other part of the world.

I don't see Zelda in quite so black-and-white terms as some people; I like the Tool > Dungeon > Boss cycle that the newer games have, but I don't think it is mutually exclusive with the find-your-own-way of the original. I don't think you need to have one OR the other, and having two entry points into dungeons (one above and one below) would be one way to sort of blend the two together.

Maybe you enter a dungeon from the overworld and get a new tool, but using that tool doesn't get you to the dungeon boss; it gets you to a portion of the Underworld. And from there, you use that tool in the underworld to explore or revisit an older location and maybe fight a big powerful dungeon-less boss that roams around. And that guy drops the boss key for the dungeon you just came from. Or something like that.

Hell, dungeons may not even need a boss, they may just have multiple exits to parts of the world you haven't been able to get at to that point.

I always think of the descriptions for other fantasy settings like Tolkien's Angband or Warcraft's Azjol-Nerub and wonder why we haven't seen a Zelda in that vein;

9amNf.jpg

Angband was primarily an underground fortress, at least after its initial destruction by the Valar in the Years of the Trees. Like its prototype, Utumno, it had many hidden underground chambers and vaults far beneath the earth.

When the Valar captured Melkor and took him in chains back to Valinor, Angband was largely destroyed and lay in ruins for many thousands of years, although beneath the ruins lay many hidden chambers in which some of Melkor's servants escaped the Valar's assault. Sauron was one of these, and the Balrogs lay hid with him in Angband's deepest vaults. (Source)
(I've seen other descriptions for Angband that mention so many hidden rooms and chambers that you could spend months wandering and never see the same place twice).

qqfJG.jpg

Azjol-Nerub is entirely underground. It’s a fascinating place and stretches for miles. It may lie beneath most or all of Northrend. The rock there is predominately granite, mixed with some igneous stone where volcanoes once rose and where magma from deep beneath bubbled up long ago. The nerubians were thorough artisans and left nary a corner untouched; every edge is smooth and faceted, every corridor planed and polished. They preserved the odd angles created by nature but straightened and widened tunnels into corridors and vaulted ceilings. (Source)
(Sadly, Blizzard decided a giant continent-sized underground civilization should only be represented by two dinky dungeons.)

So, imagine a Zelda game, but scattered around Hyrule are little cracks in the mountains, or hidden caves amongst a field of boulders... and stepping into the unknown, torch in hand, you find an enormous Hyrule-sized network of tunnels, underground lakes, ruins... full of monsters, bosses, treasures and relics. Hell, Miyamoto came up with the entire Zelda series because he'd go exploring caves as a kid and wonder at the sense of an unknown underworld.

So, in my mind, the game has the Tool-based exploration, but large parts of it can be overcome by simply keeping a sharp eye open, figuring out harder puzzles, or simply exploring. Yes, you can find a variety of tools, and those tools will help you get to places you couldn't before.. but they are needed to progress through the game and for the most part, all you need is your sword, your shield, your bow and your wits.

Yeah, you can find some cool tools along the way if you follow 'the right path', and a lot of the tool-based rewards are needed to get the best ending or face the final boss on equal terms... but for the most part, you can get through the game with an adventurous spirit if you keep looking for a way past that door that isn't so obvious as "Use TOOL X to get KEY to unlock DOOR".

Oh, and before I forget, Apana... National Geographic's cover story this month is Yosemite, though it's focused on climbing within the park so a lot of the awesome views are hidden behind yuppies free climbing. Here's the link though; http://ngm.nationalgeographic.com/2011/05/yosemite-climbing/chin-photography
 
Confidence Man said:
Exactly.

Zelda has become too gamey, too puzzly, too formulaic. It's too easy, too comfortable; there isn't any sense of danger or discovery. Remember when Zelda didn't have a big crack in a wall that tells you exactly where to place a bomb? It's been a long time.

Hell, I'd get rid of the standard puzzle-dungeons entirely - no platforming, nauseating switch puzzles, or any of that stuff. Like Perseus hunting Medusa in the old Clash of the Titans, you make your way to the depths of a ruin and fight an epic battle.

[]http://i.neoseeker.com/ca/legend_of_zelda_conceptart_APUr3.jpg[/IMG]

[]http://i.neoseeker.com/ca/legend_of_zelda_conceptart_HbJXm.jpg[/IMG]

[]http://i.neoseeker.com/ca/legend_of_zelda_conceptart_dPR2x.jpg[/IMG]

[]http://www.zeldalegends.net/gallery/categories/A_Link_to_the_Past/Official_Art/Scenes/media/z4-final-duel.jpg[/IMG]

at its heart, the legend of zelda is about exploration and wonderment. the inspiration for the series comes from miyamoto's experiences exploring when he was a kid, and that's the main feeling that's reflected in the first game and should be reflected in current games.
 
The sense of exploration peaked with the original and has gradually dipped since. Oot is when the series really changed its focus from exploring to puzzles.
 
AniHawk said:
at its heart, the legend of zelda is about exploration and wonderment. the inspiration for the series comes from miyamoto's experiences exploring when he was a kid, and that's the main feeling that's reflected in the first game and should be reflected in current games.

I think that sense of exploration and wonder will return to the series with HD zelda and maybe even SS if they handle it right. Everyone knows OoT was amazing because it was a 3d world realized right before us. But personally I felt WW also had that sense of scale, exploration, and wonder for several reasons. One, the ocean was huge, though people complain it was too empty and it did get boring at times. Second, it was a whole new world, not like how TP's hyrule is basically a slightly modified version of OoT's. In WW we had all new locations and races. Third, sailing as a way of transportation gave the game a new feel, from exploring the ocean to digging for treasure and everything else I did get that sense of exploration and wonder.

I think TP was where the series lost that feel for a number of reasons. TP was a last gen game as we were all entering the HD era. The size and scale and plain graphical quality of the game were all lacking when compared to its contemporaries. This made it hard for me to appreciate the game like I did past zeldas. Another issue for me was the familiarity of the world. TP's hyrule was too much like OoT or basically it didn't feel fresh. And lastly related to the HD gaming part, by the time TP came out I had seen other open worlds better realized in other games. So that same sense of exploration and wonder was diminished.

Still I think Nintendo can instill that sense back into the Zelda series. Whether SS pulls it off remains to be seen, we've seen next to nothing of the world itself though I'm not too hopeful. The cafe version though will have no excuse. More capable tech, better able to realize large, populated, stylistically interesting worlds. Let's hope.
 
The scale of Twilight Princess was huge for a Zelda game. That wasn't really the issue the problem was that the overworld lacked hefty amount of anything worth discovering.
 
Retro said:
I'm glad my little musings are not completely forgotten.

I still stand by the idea that an excellent Zelda game could be built around there being both a full-sized Hyrule Overworld and a Hyrule Underworld beneath it. The connections between the two are either innocent-looking caves scattered through the wilderness or in dungeons. There could be dungeons that not only have a boss, but also an exit to the other part of the world.

I don't see Zelda in quite so black-and-white terms as some people; I like the Tool > Dungeon > Boss cycle that the newer games have, but I don't think it is mutually exclusive with the find-your-own-way of the original. I don't think you need to have one OR the other, and having two entry points into dungeons (one above and one below) would be one way to sort of blend the two together.

Maybe you enter a dungeon from the overworld and get a new tool, but using that tool doesn't get you to the dungeon boss; it gets you to a portion of the Underworld. And from there, you use that tool in the underworld to explore or revisit an older location and maybe fight a big powerful dungeon-less boss that roams around. And that guy drops the boss key for the dungeon you just came from. Or something like that.

Hell, dungeons may not even need a boss, they may just have multiple exits to parts of the world you haven't been able to get at to that point.

I always think of the descriptions for other fantasy settings like Tolkien's Angband or Warcraft's Azjol-Nerub and wonder why we haven't seen a Zelda in that vein;


(I've seen other descriptions for Angband that mention so many hidden rooms and chambers that you could spend months wandering and never see the same place twice).

(Sadly, Blizzard decided a giant continent-sized underground civilization should only be represented by two dinky dungeons.)

So, imagine a Zelda game, but scattered around Hyrule are little cracks in the mountains, or hidden caves amongst a field of boulders... and stepping into the unknown, torch in hand, you find an enormous Hyrule-sized network of tunnels, underground lakes, ruins... full of monsters, bosses, treasures and relics. Hell, Miyamoto came up with the entire Zelda series because he'd go exploring caves as a kid and wonder at the sense of an unknown underworld.

So, in my mind, the game has the Tool-based exploration, but large parts of it can be overcome by simply keeping a sharp eye open, figuring out harder puzzles, or simply exploring. Yes, you can find a variety of tools, and those tools will help you get to places you couldn't before.. but they are needed to progress through the game and for the most part, all you need is your sword, your shield, your bow and your wits.

Yeah, you can find some cool tools along the way if you follow 'the right path', and a lot of the tool-based rewards are needed to get the best ending or face the final boss on equal terms... but for the most part, you can get through the game with an adventurous spirit if you keep looking for a way past that door that isn't so obvious as "Use TOOL X to get KEY to unlock DOOR".

Oh, and before I forget, Apana... National Geographic's cover story this month is Yosemite, though it's focused on climbing within the park so a lot of the awesome views are hidden behind yuppies free climbing. Here's the link though; http://ngm.nationalgeographic.com/2011/05/yosemite-climbing/chin-photography

Thanks I'm looking at it now. Yuppies lol. I definitely feel the Zelda world needs to be much larger, or at least feel more grand.
 
PounchEnvy said:
The scale of Twilight Princess was huge for a Zelda game. That wasn't really the issue the problem was that the overworld lacked hefty amount of anything worth discovering.

There were tons of secret places to discover in Twilight Princess' overworld, IMHO.
It's one of the best-designed world's I've ever explored.
 
herzogzwei1989 said:
There were tons of secret places to discover in Twilight Princess' overworld, IMHO.
It's one of the best-designed world's I've ever explored.

The problem, at least from my own personal experience, isn't that the overworld was lacking in secret places to discover, but that those places had literally nothing to offer beyond Rupees. I spent most of Twilight Princess with a full Big Wallet; I never bothered to get the Giant one from the Bug Hunt because I almost never spent any.

Less rewards that are Rupees and more things to spend Rupees on would have made Twilight Princess much more exploration friendly. As it was, I often had to leave treasure upon treasure behind because I simply didn't need any more damn rupees.

I've heard this from several other GAFers and a couple friends, so I know I'm not the only one with this complaint. So while it may be nicely designed, that design falls flat when most of the exploring is wasted potential.
 
Retro said:
The problem, at least from my own personal experience, isn't that the overworld was lacking in secret places to discover, but that those places had literally nothing to offer beyond Rupees. I spent most of Twilight Princess with a full Big Wallet; I never bothered to get the Giant one from the Bug Hunt because I almost never spent any.

Less rewards that are Rupees and more things to spend Rupees on would have made Twilight Princess much more exploration friendly. As it was, I often had to leave treasure upon treasure behind because I simply didn't need any more damn rupees.

I've heard this from several other GAFers and a couple friends, so I know I'm not the only one with this complaint. So while it may be nicely designed, that design falls flat when most of the exploring is wasted potential.

Yeah the rupees in that game were fucking ridiculous. Even if they started you with a 999 rupees wallet, it would still be awful. But you start with 200. What the fuck? Who thought all those rupees would be a good idea?!?
 
Confidence Man said:
Exactly.

Zelda has become too gamey, too puzzly, too formulaic. It's too easy, too comfortable; there isn't any sense of danger or discovery. Remember when Zelda didn't have a big crack in a wall that tells you exactly where to place a bomb? It's been a long time.

You are either dumb or never played the original Zelda - that game had cracks in the wall where you need to place bombs. Aside from the whereabouts of dungeons (which wasn't that difficult to figure out even back then) it held your hand as much as modern Zelda.

Unless you were speaking metaphorically.
 
Twig said:
And you call him dumb.

Have you played the original Zelda lately?

Aside from the whereabouts of dungeons, the useage of items is incredibly obvious. Also, when in doubt, push a block. It's not hard.
 
Top Bottom