I suppose that simply means that Nintendo needs to work on it.
The size, scale, and atmosphere of ICO's castle remains far beyond anything Nintendo has delivered in a Zelda game. I believe, if done well, a fixed camera could work beautifully.
well, ICO had an unusual fixed camera... you could 'zoom' into and lock into ICO himself... which did allow for a sort of slightly more flexible vantages. And I do mean SLIGHTLY, but it wasn't LOCKED camera.
I suppose that simply means that Nintendo needs to work on it.
The size, scale, and atmosphere of ICO's castle remains far beyond anything Nintendo has delivered in a Zelda game. I believe, if done well, a fixed camera could work beautifully.
Wait, are we comparing the castle in ICO to the castle in Twilight Princess? Cause that's not, er, exactly a fair comparison -- the castle/castle town was just one area in Zelda whereas it was pretty much your game world in ICO.
Comparing ICO's gameworld to any of the Zelda gameworlds and saying that none of them in their entirety have matched that size, scale, or atmosphere... well, I don't agree with that even remotely. I think the ocean in Wind Waker was incredible in its size, scale, and atmosphere. I think the world in TP, while much less of those three things, was still quite impressive in its own right.
Nothing in Wind Waker or Twilight Princess manages to capture the SCALE - pure scale - of ICO or Shadow of the Colossus. This is most evident in ICO, when you're
scaling the cliffs during the rainstorm or running across the giant bridge
or in SOTC when
you're trying to make that giant climb up the side of the starting ruins
.
Don't get me wrong, WW and TP have scale... big scale... but there's an authenticity to the scale of ICO and SotC that's really hard to argue. They win, by far, in my view.
I like how everyone mentions they shouldn't go with OoT's formula, but never really give an example of HOW it can change. There's quite a few that seem to think every 3D Zelda is just an OoT rehash. If you don't think MM, or WW are different enough, than I don't know what the hell they're looking for.
And even more funny is how some of these same people praise Okami, when it follows OoT's formula pretty closely as well (but omg, it is a wolf in Japan).
Nothing in Wind Waker or Twilight Princess manages to capture the SCALE - pure scale - of ICO or Shadow of the Colossus. This is most evident in ICO, when you're
scaling the cliffs during the rainstorm or running across the giant bridge
or in SOTC when
you're trying to make that giant climb up the side of the starting ruins
.
Don't get me wrong, WW and TP have scale... big scale... but there's an authenticity to the scale of ICO and SotC that's really hard to argue. They win, by far, in my view.
Well, we were talking about ICO, not Shadow of the Colossus. I don't think any of the Zelda games have the scale of SOTC, at all, but they do match (and often exceed) ICO.
hey how can you QFT that many of us were saying the overhaul should be in the direction of the first NES LoZ
ethelred said:
Well, we were talking about ICO, not Shadow of the Colossus. I don't think any of the Zelda games have the scale of SOTC, at all, but they do match (and often exceed) ICO.
Just gotta disagree. And a good example of this, to me, again is in Twilight Princess when you're
in Hyrule Castle jumping from building to building
. There's no where near the sense of scale they had in the biggest scenes from ICO (the ones I mentioned). Or, let's use Wind Waker. Even standing on top of
Dragon Roost Island and jumping off
, nothing matches what it felt like to genuinely fall from the top of the bridge in ICO all the way down to the water. Or even
running down the beach at the end against that massive cliff face
. It wasn't even close.
You really should re-examine these moments, I'm not trying to get you to change your opinion and 'size' matters of course (Wind Waker's world is HUGE), but the scale difference is pretty evident in my view and ICO and SotC win by far.
I suppose that simply means that Nintendo needs to work on it.
The size, scale, and atmosphere of ICO's castle remains far beyond anything Nintendo has delivered in a Zelda game. I believe, if done well, a fixed camera could work beautifully.
Nintendo doesnt need to reinvent any size,scale or atmosphere.
Windfall Island was great. And it was also great because of the 3D-camera. There nothing comparable to running through the narrow streets of Windfall Island-town with the camera near behind you. Windfall Island is the grand example of what towns in upcomming Zelda-games should be like.
And really, dont ever change the camera. Flexible 3D-camera was one the things that made Zelda so exploration-heavy since OoT...a fixed camera would kill down any exploration in an instant.
They definitely need to try something new. I'm not expecting them to abandon the dungeon formula completely, but they need to change something up to keep the series feeling fresh. As good as TP was, it felt a little too similar to Oot. WW certainly didn't deviate from the dungeon formula, but the graphics, atmosphere and feel of the game certainly separated it from OoT (for better or worse), it felt unique.
Just gotta disagree. And a good example of this, to me, again is in Twilight Princess when you're
in Hyrule Castle jumping from building to building
. There's no where near the sense of scale they had in the biggest scenes from ICO (the ones I mentioned). Or, let's use Wind Waker. Even standing on top of
Dragon Roost Island and jumping off
, nothing matches what it felt like to genuinely fall from the top of the bridge in ICO all the way down to the water. Or even
running down the beach at the end against that massive cliff face
. It wasn't even close.
You really should re-examine these moments, I'm not trying to get you to change your opinion and 'size' matters of course (Wind Waker's world is HUGE), but the scale difference is pretty evident in my view and ICO and SotC win by far.
I think Wind Waker was way ahead of Twilight Princess in scale, unfortunately, so I can see where you're coming from there. Neither approaches Shadow of the Colossus, but I really do think Wind Waker's scale is comparable to ICO's, and exceeds it in some ways.
The scene you mentioned in WW is a good example of its scale, but there are a lot of other spots that highlight it really well, too (one of my favorites was
hangliding across the ocean from Deku Tree Island to the evil forest
). The ability to use the telescope at view close-ups of the enormity of the world even from incredible heights or distances also really helped to bring that home.
I don't say any of this as a knock against ICO, which also had incredible scale... but the three components dark10 mentioned were size, scale, and atmosphere, and I think Wind Waker holds up quite favorably against ICO in all three. It doesn't matter much; I think both were fantastic games. I probably could do with replaying ICO, too, so if the tangent accomplish that much, at least something could will have come of it.
I think Wind Waker was the top of their storytelling game, really. Midna is singularly equal or superior to any singular story thing in Wind Waker, but Wind Waker's whole story is far, far more interesting and compelling than TP imo - and the resolution? Infinitely more satisfying.
WW had a good story, but only got really interesting much, much later in the game. TP maintains a consistent theme throughout, interesting character relationships and good use of dialogue to drive forward its story. What I'm trying to say is I strongly disagree here.
WW had a good story, but only got really interesting much, much later in the game. TP maintains a consistent theme throughout, interesting character relationships and good use of dialogue to drive forward its story. What I'm trying to say is I strongly disagree here.
And that's what we'll have to do... I think TP's story was one of its most devastatingly disappointing aspects of the game, save Midna. Without Midna, bless her soul, I would have not just disliked the game's story I would have HATED it.
Much of the most memorable moments of Wind Waker's story is told, like many of the best stories, through visualization rather than words. Although, paradoxically, its best story moment comes in the form of that end-game dialogue.
And that's what we'll have to do... I think TP's story was one of its most devastatingly disappointing aspects of the game, save Midna. Without Midna, bless her soul, I would have not just disliked the game's story I would have HATED it.
Wind Waker's story is told, like many of the best stories, through visualization rather than words. Although, paradoxically, its best story moment comes in the form of that end-game dialogue.
The story is centered around Midna and that's exactly why I think the story is really good. Because Midna suddenly make everything come together so well, she's that strong a character. Every other major character suddenly becomes interesting when juxtaposed with her, and the theme of shadow is used brilliantly through dialogue, world design and symbolic figures. But yeah, agree to disagree here. I don't even think WW can come close to the brilliance of TP's storytelling, so yeah!
The story is centered around Midna and that's exactly why I think the story is really good. Because Midna suddenly make everything come together so well, she's that strong a character. Every other major character suddenly becomes interesting when juxtaposed with her, and the theme of shadow is used brilliantly through dialogue, world design and symbolic figures. But yeah, agree to disagree here. I don't even think WW can come close to the brilliance of TP's storytelling, so yeah!
A single strong character couldn't make up for what was essentially a dry, disconnected narrative. I mean, there's theories on how it was connected to this Zelda timeline or that one - whatever. There was nostalgia whorism in that one Temple, anyway. Zelda has never been about the story, so it's nonsense to focus so hard on it, but Wind Waker did something that previous games have failed to do... really drive home why Link is so legendary in every one of the titles.
And it connected it so effortlessly and with little details that you have to pay attention to (like, in the one room in
Frozen Hyrule Castle, you see all the sages in the stained glass window, or the tri-force details in Tetra's room, or the family photograph on the walls of Hyrule Castle
). And in that ending, when Ganondorf (that faceless, purely evil entity) is finally characterized with something approaching believable and weighty motive, it's just a leap beyond what TP did. A leap.
A single strong character couldn't make up for what was essentially a dry, disconnected narrative. I mean, there's theories on how it was connected to this Zelda timeline or that one - whatever. Zelda has never been about the story, so it's nonsense to focus so hard on it, but Wind Waker did something that previous games have failed to do... really drive home why Link is so legendary in every one of the titles.
And it connected it so effortlessly and with little details that you have to pay attention to (like, in the one room in
Frozen Hyrule Castle, you see all the sages in the stained glass window, or the tri-force details in Tetra's room, or the family photograph on the walls of Hyrule Castle
). And in that ending, when Ganondorf (that faceless, purely evil entity) is finally characterized with something approaching believable and weighty motive, it's just a leap beyond what TP did. A leap.
Even without looking for the connections, TP's story works well as a standalone.
And Ganon did have a motive in TP.
He wanted power
. That's a motive and it's believable because it happens in the real world. I'm not seeing this leap! Just because Ganon had a more complex motive in WW, in no way does that necessarily make him more believable or more well realised. I thought Ganonondorf's role in TP was just as strong and well realised as it was in WW, if not more for example. Like I said though, WW does have a good story, but I wouldn't put it in the same league as TP's.
Every ****ing villain in everything wants power. But why do you want that power? For power sake? That's Ganon in every Zelda except Wind Waker.
It's lame, and it's not very compelling to boot. I'm not saying it's Zelda's fault for abusing that cliche, every game practically ever does, and since Zelda isn't about story it's not a big deal.
But I'm just saying. TP = lame story (minus Midna, which admittedly is a BIG thing), WW = awesome story (minus shard quest, which admittedly is a BIG thing)
Every ****ing villain in everything wants power. But why do you want that power? For power sake? That's Ganon in every Zelda except Wind Waker.
It's lame, and it's not very compelling to boot. I'm not saying it's Zelda's fault for abusing that cliche, every game practically ever does, and since Zelda isn't about story it's not a big deal.
But I'm just saying. TP = lame story (minus Midna, which admittedly is a BIG thing), WW = awesome story (minus shard quest, which admittedly is a BIG thing)
Why people want power? To put themselves on a higher pedestal than others and to give them the ability to make things work on their terms, there! It's pretty damn attractive if you ask me.
A good story doesn't really hinge on a main villain's motive, it hinges on how well everything comes together and using effective and interesting means to drive forward the story. Ganon's character is done well in TP despite his familiar motive, so is Midna's, so is Zant's, so is Zelda's. Each character has their unique place in the story and some bring out the depth and meaning of the other character, it's the beauty of it; there's an intricate balance there. Ganon's core motive is "same old", but the way he goes about achieving his power? That's what makes him interesting, that and his role to the game's central theme. There's always going to be a character that has that same old cliched personality or motive, but that's not what makes or breaks a story.
Things I would like to raise/second/re-raise for discussion:
a) more like Zelda 1: I would LOVE to see a return to openness and non-linearity. No Zelda-like game that I've ever played has had the flexibility while maintaining some shred of balance like Zelda 1 did. I'm sure they could figure out a way to maintain a story arc without requiring a precise linear sequence of dungeons.
b) expanding upon a), exploring things like the spider caves in TP made me long for a more open ended side-quest system...I think playing a Zelda fashioned somewhat after Oblivion would be awesome.
c) at least have a g*d-damn OPTION for a hard mode! For crying out loud! I don't want to have to "skip" heart containers to make the game hard. The balance of the fighting is already pretty good...just make enemies actually hurt you more so that you have to use those bottles! I feel like if they made the game much harder by default they'd lose some of the wide audience...but a hard mode would do nothing but make long-term fans more happy.
d) rupees--yes, let us do more with them. TP was a step in the right direction, but only a tiny one.
Why does the quest (bugs) that gives you the biggest wallet at the end also give you more rupees than you know what to do with on the way to that?
Stupid.
e) warp points--I feel like they gave us too much in TP, probably as a result of people complaining about WW. I never got to feel like the world was as big and detailed as it was in OoT (even though it's bigger), because I just warped straight to practically everything.
- I'd like an open-ended world where i have figure for myself what to do. This would be like a return to the roots and make the game more ala Zelda the original on NES.
- I'd like more moves for Link. This would enhance the fighting system and prolly make it better. Keep all the moves simple to pull off by give more moves. Natural combining of those moves could also be possible. ( I wouldn't want a "combo-system")
- Give the world more expansion. I was to go in the volcanic center of the god damned planet and the next i have to go in some completely fictional and awesome kingdom in the clouds.
I hope Nintendo refrains putting another epic Zelda on the Wii. I'm no graphics whore but what I am seeing shakes my confidence in the Wii's capabilities. I think TP deserved every gram of praise it received but it pains me seeing the franchise handicapped in audio and visual quality. All adventure games would improve ten fold if they could utilize HD or at least a more powerful platform. I don't want a more realistic game, necessarily, but I'm sure more powerful hardware can dramatically expand scale and immersiveness. Nintendo should make a side story for the remainder of the Wii's life and do something massive on the next system. The OoT formula is not completely spent yet. There should be one more on a new system that takes advantage of the more powerful hardware. That would be the perfect way to conclude such a legendary series.
A better Zelda game would also result from Nintendo rethinking its business philosophy. It should raise their developer's budget caps occasionally. The creative minds at Nintendo are severely limited by the obsession to make every game a financial success. For a staple series like Zelda, Nintendo should recognize that raising the budget cap would only expand the company's prestige and be a very low financial risk. I think I'd be 200% satisfied with anything from Nintendo if the developers had more wiggle room.
-Link gets an extreme make-over. Not to hurt the fans, but I don't like his Peter Pan look. Make him more "manly", new clothes etc.
-No more lame puzzles that are so easy all the time, only put in puzzles in the game if it offers a challenge, but otherwise it'll just annoy the player.
-More to do in the world with money for example, like the topic starter said. More real world experience.
Didn't read the thread so if it's been mentioned, my apologies.
I'd love for it to be more realistic and not be so overly cartooney. The last few Zelda's haven't felt natural at all, there's too much of a sandbox feel to the game. It worked for Ocarina, not so much for Twilight Princess.
To me there is nothing wrong with mandatory mini-games, provided they are fun! (Sumo-wrestling is not fun)
- No fan-service or nostalgia
Things that are only in the game for these purposes are lame, IF they feel the need to add them, let them be small, tiny DETAILS
- Smaller world, NO PADDING
Boring things are not fun even if you play as a wolf and the world is a new color. Houses you cannot enter or interact with in any way are meaningless, if they do not serve some purpose of symbolism, story-telling or, well, SOMETHING VERY AWESOME
- Orchestrated soundtrack and a more interesting soundscape
Sound is important not only for "immersion", but for FUN, it needs to sound enjoyable. The whole soundtrack does not need to be orchestrated, dynamic music is fun. But TP failed making it fun. NEW SOUND ENGINEERS NINTENDO
- Please use the wiimote for something interesting, and in an interesting way
Do not use it in the same way as TP. That sounds horrifying! Instead of pressing a button, now we FLICK OUR WRIST!
- Link, Zelda and Ganondorf as the main cast
Link should still be a player avatar, Ganondorf should be evil and Zelda should be a princess. Make everything around them interesting, the world, NPCs etc.
- A central town
A small town, the beginning area. You can enter ALL the houses in town. A surreal feeling in the town which changes throughout the game, until in the end you realize it was a lovely place.
- Adventure
You go on an adventure (for some LEGENDARY reason) traveling outside the village into a moderately sized world. NOT HUGE. Enough for exploration and several temples to fit.
- Link as a child (9), Zelda as a young girl (13), Ganondorf adult (29)
- FEWER ITEMS, MORE WAYS TO USE THEM
- SIMPLE CONTROLS, NO BUTTON COMBINATIONS
- Less "cinematic" bullshit
- Light-hearted, legendiciary and fun story with a twist and a moral core
Goodness. Why do people keep complaining about this. You spend no more than 5min in the entire game doing this. Whats more, it leads and builds to the second dungeons min-boss battle any way (best mini-boss eva).
One thing I did like about Wind Waker was how open and free the world became. It could have used more stuff in it, but I actually liked the sailing. I'd like to see the next Zelda have a much larger land overworld that is continuous instead of seperate maps.
In a new Zelda, I'd like them to ditch Link. Don't get me wrong, Link is awesome... but a different character with a different battle style would be amazing. Imagine a totally different character, with an axe or a spear (no master axe or master spear please).
The idea of a new and different kind of Zelda excites me, yet worries me. Zelda being one of the greatest series of all time. But I would definitely like them to do something different with this next one.
I'm also liking the idea of a futuristic Zelda, as long as everything isn't robotic... I like the organic feel of Zelda.
The Adventure of Link explains "The legend of Zelda" as in why every female royal family member born is named Zelda. However, the series is called The Legend of Zelda because in the original game, Impa tells Link the "Legend of Zelda" as in how Princess Zelda was trying to protect Hyrule and the Triforce from the evil Ganon. Thus, every single Zelda game is derived from the same mythos - Link is a hero sent forth to combat evil and protect the Kingdom of Hyrule and aid Princess Zelda. Derivative titles such as Majora's Mask and Link's Awakening, while on their own are an exception to this, are still bound to this mythos - LA is a result of Link departing to hone his skills after ALttP, MM is a result of Link seeking Navi after OoT - and still keep the connection.
The Wind Waker was all about Link and Zelda. You really do not get the Zelda series my friend. In TWW, Ganondorf is searching for PRINCESS ZELDA, and is kidnapping all the 'pointy earred" maidens in the Great Sea. This results in Tetra being brought to Outset Island, eventually leading to Aryll's kidnapping and why Link departs. The King of Red Lions was seeking BOTH Link and Zelda. Zelda had the Triforce of Wisdom, initially, she was the key to everything. The last remaining blood relative of the Royal Family.
Seriously, just know all of the games revolve around the protection of Hyrule and the Triforce and Link aiding Princess Zelda in protecting them. Even in Oracles, Link is sent abroad to confront evil. You say Zelda and the whole end is BS. The whole point of General Onox and Sorceress Veran was to initiate the Rites of Evil to revive Ganon...that was the whole plan. The Triforce sensed this evil and sent Link to confront it at the start of each game.
If you're going to argue as to how Nintendo could make Zelda better, at least know the games well enough to sound proficient.
Yes. I've tried to make a case for why Zelda should be playable while rejecting the 'because of the name' argument, and this is why...
tanod said:
FOR ALL THE PEOPLE TALKING ABOUT PLAYING AS ZELDA:
You're not contributing anything if you can't say how playing as Zelda would be any different from playing as Link besides a skin.
Although I find some of the story ideas entertaining/interesting, let's keep it to GAMEPLAY. BETTER, DIFFERENT story doesn't necessarily make a better Zelda GAME. Read the OP.
Story is relevant. It is a major part of the game, even in a Zelda game, and story discussions definitely have a full place in this thread's debate. Really, Zelda's gameplay is great... the stories are a bigger problem than the gameplay is, so it deserves more discussion. That's not to say that there is no way to improve or expand on Zelda series gameplay of course, but that the plots and characters have a much greater need for improvement.
I think that perhaps the most important question for a Zelda game with Zelda as the main playable character is how they approach the character of the PC (playable character). That is, Link is of course a foil for the player. He does not speak and his personality is minimized. Zelda, however, is not like that -- she talks and has a much more defined character. If we say that one of the hallmarks of the Zelda series is having a main character which is a silent, 'window for the player to imagine they are in the game' kind of character, would it be best to change Zelda into a more silent role, or would it be best to simply keep her as she has been and keep Link as he is, but just switch which one is playable? The problem with the former is, now what do you do with Link? Do you make him talk? No one really wants that... but it's also great when games like this can succeed at holding to a silent main character setup (that is, no words being put in their mouth; dialog boxes with choices are fine, as long as the choices just describe your answer or what you are asking about without actually putting it in specific words)... it'd be harder to have a Zelda game if both Link AND Zelda were silent...
This is definitely an issue related to what you say, 'how would playable Zelda be more than just a new skin'. There are others, of course, if they decided to give Zelda more magic... Link has never had much of a focus on his magic, so playing a Zelda game with a character with more of a focus on magic would be different. Not completely different, of course, but that's not the point... Zelda gameplay is great. The point isn't completely changing every aspect of the model that makes it work so well.
Gameplay ideas, gameplay ideas... TSA's list from the third page is a pretty good ideal (I'd change a few points a bit, but good enough), but other than that...
-Larger overworld -- TP had a big one, but even larger would be great. A sense of scale is a good thing. Have fast travel options to get you more quickly around the world (the horse was a great step towards that).
-More uses for money, or at least a bank like MM -- as some people have said
-new types of puzzles (more logic puzzle style stuff? You don't want to slow the game down too much though, so they'd have to be careful, but it could work. At least, something beyond 'i got the new item, now I can solve this dungeon's puzzles' sometimes.)
-More challenge. The 3d Zelda games are easier than the 2d ones; they could make them a bit harder.
-Get sent back to the first room of the dungeon when you die. You should feel like death matters and should be really wanting to avoid it. Have a warp to the midway point and/or something like that chicken that warps you in TP to help alleviate some of the annoyance (that is, the LA model, pretty much. ).
-Many quests to do outside of the main mission (sidequests, that is), like in MM, and strong NPC characters you get to know.
-More kinds of magic (for playable Zelda, at least, though she should also have a bow and sword, though Link would probably be the stronger swordfighter. Unless they went the 'make Zelda into something like Sheik' route, in which case you'd need all-new game mechanics... I don't know what Sheik would have; hand-and-feet attacks and harp music like in SSBM? That could be awesome too... Sheik was my favorite SSBM character.)
-Bring user-controlled jumping back into the game. It worked very well in LA, OoA, and OoS; there is no reason not to bring it back. (not a major point perhaps, since there is autojumping, but it would be nice)
-Wiimote controls -- not 1:1 sword controls, but the gesture you make should determine the path of the sword (direction, strength, etc). Gestures to cast spells too, perhaps?
And plenty more. But really, Zelda's gameplay is so good as it is...
Amir0x said:
And that's what we'll have to do... I think TP's story was one of its most devastatingly disappointing aspects of the game, save Midna. Without Midna, bless her soul, I would have not just disliked the game's story I would have HATED it.
Much of the most memorable moments of Wind Waker's story is told, like many of the best stories, through visualization rather than words. Although, paradoxically, its best story moment comes in the form of that end-game dialogue.
The Midna aspect of the TP story is the only thing that almost saves it, but for me even that couldn't quite do it... I was very, very dissapointed by it. OoT and WW had great stories, all things considered... TP couldn't match either one, not even close.
Amir0x said:
A single strong character couldn't make up for what was essentially a dry, disconnected narrative. I mean, there's theories on how it was connected to this Zelda timeline or that one - whatever. There was nostalgia whorism in that one Temple, anyway. Zelda has never been about the story, so it's nonsense to focus so hard on it, but Wind Waker did something that previous games have failed to do... really drive home why Link is so legendary in every one of the titles.
And it connected it so effortlessly and with little details that you have to pay attention to (like, in the one room in
Frozen Hyrule Castle, you see all the sages in the stained glass window, or the tri-force details in Tetra's room, or the family photograph on the walls of Hyrule Castle
). And in that ending, when Ganondorf (that faceless, purely evil entity) is finally characterized with something approaching believable and weighty motive, it's just a leap beyond what TP did. A leap.
While Link's Awakening perfected the art of telling a story with a minimum of text, I felt, Wind Waker was definitely a great leap ahead in terms of having a more verbose plot. (That does not necessarially make it better than the plots with less words, but it allows for more detail, and it was done well)
Magicpaint said:
Why people want power? To put themselves on a higher pedestal than others and to give them the ability to make things work on their terms, there! It's pretty damn attractive if you ask me.
A good story doesn't really hinge on a main villain's motive, it hinges on how well everything comes together and using effective and interesting means to drive forward the story. Ganon's character is done well in TP despite his familiar motive, so is Midna's, so is Zant's, so is Zelda's. Each character has their unique place in the story and some bring out the depth and meaning of the other character, it's the beauty of it; there's an intricate balance there. Ganon's core motive is "same old", but the way he goes about achieving his power? That's what makes him interesting, that and his role to the game's central theme. There's always going to be a character that has that same old cliched personality or motive, but that's not what makes or breaks a story.
The main characters are done well? Not as well as the main characters were done in the last few Zelda games, that's for sure... I just don't really agree.
make it bigger, harder, more new items that aren't just rehashes, more fishing, more sumo, bigger overworld, side-characters being more important to the mains story (Rusl, Ashei, Chad and Auru come to mind), make the story line be about link's personal quest, like LA and MM, AND ADD QTE'S!!!!!!!!!!!!1111111one
link leaving hyrule to find someway to reach the twilight realm is the best option they have for the next one
i mean i beat Zelda:TP in just under 40 hours, how much BIGGER do you really want it? Honestly now! The only 'bigger' I would have wanted was dungeons 8 and 9 to be actual fully fleshed out dungeons that required use of every tool you gained throughout the title.
i mean i beat Zelda:TP in just under 40 hours, how much BIGGER do you really want it? Honestly now! The only 'bigger' I would have wanted was dungeons 8 and 9 to be actual fully fleshed out dungeons that required use of every tool you gained throughout the title.
bigger not in how long you take to beat it, but make the citys and dungeons larger, Hyrule Castle's first room was a great example of this it was just huge and amazing, I want to be wowed evey time I go to a new place
Really, Zelda's gameplay is great... the stories are a bigger problem than the gameplay is, so it deserves more discussion. That's not to say that there is no way to improve or expand on Zelda series gameplay of course, but that the plots and characters have a much greater need for improvement.
I disagree.
Zelda´s biggest problem right now is, that it plays always the same. OoT invented lock-on, and it was great, but now we´ve reached a stage where it gets boring.
I dont want Devil May Cry-like brainless-battles, where everything just looks cool.
Some kind of deeper gameplay-mechanics than even OoT is what Zelda needs.
Before OoT, you had to lead your character towards the enemy and beat him. Then OoT came, giving you lock-on, which lead to more intensive face-to-face-battles. NOW, we need something even deeper. Making it like Devil May Cry or God of War is the opposite direction and the wrong thing for Zelda. Zelda never was about stylisch, cool fights, it was about realistic, fearsome battles. Well, TWW and then TP forgot the "fearsome", though
But that´s where thinking has to start:
HOW can we make the gamer feel even more immersive?
Story and character-development, all nice and such, but at the moment, the gameplay itself has to improve, to change. A better story makes me enjoy the game one time, great gameplay makes me want to play it again and again.
Yeah no Zelda should not be like DMC, no way. But if one were to make that assertion, claiming Devil May Cry is brainless is basically admitting you've either never played the game or don't know how!
At least it is too stylish for a Zelda-game, though i though that DMC1 was pretty brainless, just slashing and shooting the enemy, without any blocking. But i tihnk you got the idea, eh? :-/
At least it is too stylish for a Zelda-game, though i though that DMC1 was pretty brainless, just slashing and shooting the enemy, without any blocking. But i tihnk you got the idea, eh? :-/
Yeah, but it's only when you get to DMD that it really challenges you (not counting bosses). You'll say, "Crap, I lost my SSStylish rating" a thousand times before you say "Crap, I'm about to die."
I disagree.
Zelda´s biggest problem right now is, that it plays always the same. OoT invented lock-on, and it was great, but now we´ve reached a stage where it gets boring.
I dont want Devil May Cry-like brainless-battles, ....
What? Devil May Cry is leagues deeper than anything Loz related when it comes to combat. If anything, TP added some things to make the combat deeper, but, they were nigh useless because of the weaksauce battles.
DMC 1 & 3 challenge you from the jump. You might not be blocking, but, you are doing more than just standing around. Oh, and, you could block with a certain style in DMC3 and you can parry a lot of the moves.
make it longer, more dungeons, let link to have a chance to talk or to hear other people talk, and let him go out or have a romace with zelda! he allways saves her!
. That's a motive and it's believable because it happens in the real world. I'm not seeing this leap! Just because Ganon had a more complex motive in WW, in no way does that necessarily make him more believable or more well realised. I thought Ganonondorf's role in TP was just as strong and well realised as it was in WW, if not more for example. Like I said though, WW does have a good story, but I wouldn't put it in the same league as TP's.
I completely disagree with this. While I'm sure that just wanting power is a believable reason for someone to be evil, its also just boring storytelling. I'd take a character with some depth over that any day.
That said, a more Zelda 1 type game would be interesting. Link gets told he needs 3 stones and then just left to search the world and find them. I know I'd get incredibly annoyed trying to find shit, but I got incredibly annoyed with Zelda 1 too, and people love it.
I'm hoping the next Zelda game is more different than that though. Something that people will look at and think, "That's not Zelda!" and then fall in love with anyway. I'd much rather that, than OOT again with a bigger overworld and different dialog.
i want cel-shaded Zelda, but I really wouldn't mind if they messed with the time period a bit. I mean, the type of technology in the world. It could make for some innovative tools.
I loved Majora's Mask and the Minish Cap and the mole hands tool, and I loved getting small, and I love when they mix the formula up like in Wind Waker with the sailing. So I hope for something major and surprising when they reveal the next Zelda on Wii.
the bombers notebook or whatever it was called was such a brilliant idea, then again MM as a whole is brilliant.
the sailing in WW was a cool idea but the execution was blah, the islands for example were too predictable and too small what would've kill them to make bigger islands with caves and stuff?
● A much, much less linear Zelda in the NES-style "Legend of Zelda" format.
● Some form of cel-shading for ultra awesome (sorry Oblivion)
● Less 'filler' mini-games, more Majora's Mask sidequest style.
● And basically, stop trying so hard to be like Ocarina... mix things up, hardcore
Ok let me format this and send it to Nintendo and in 4-6 weeks we should get our first images of the ultimate Zelda Wii.