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Legend of Zelda: Skyward Sword E3 trailer

Was there any more information about the overworld during the round table, I still want someone to clear up the whole issue of interconnectedness. Anyways we got to see an HD version of Twilight Princess, imagine if Nintendo had done an HD tech demo of Skyward Sword instead.
 
apana said:
Was there any more information about the overworld during the round table, I still want someone to clear up the whole issue of interconnectedness. Anyways we got to see an HD version of Twilight Princess, imagine if Nintendo had done an HD tech demo of Skyward Sword instead.
It was in the Gamespot 20 minute demo. Hold on, let me find you the exact time where that question is answered...
 
Good job on the wallpapers, everyone! I'll add 'em to my compilation post in a bit. =] Reminds me that I need to throw some eye candy together with the new art for my monitor...

Why would you do that? said:
Does anyone have the Nintendo press site info? I'd like to get in there and download the other art.
*ahem* tap dat assets
Press kit from here: http://press.nintendo.com/E32011/

username: E32011
password: nintendo

I've actually already uploaded all of the press kit assets (aside from the video) to an abload.de gallery:

http://www.abload.de/gallery.php?key=mh6KnrB6

All of them are lossless pngs at the original resolution except for the Zelda piece and 2 of Link swinging his sword with the blue swoosh effect, since I had to downsize a little to fit abload's size limits (these things are huge!).
 
Magicpaint said:
What's particularly worrying is how often we're supposed to be doing it. I don't like this idea of fetch quests becoming integral to the main Zelda gameplay.

Zelda has always been about fetch quests...it's just that those quests involved dungeons in between
 
wrowa said:
Would you mind to share?
High Quality Character Art
I'm sure you wanted the actual desktop background, but I wanted a reason to link this post again. haha

edit: lol, just beaten above, and by the guy I was linking to, hahaha

MYE said:
Every shield seems to have some bird-like crest.
The wooden ones have a simple bird footprint.
I love how people keep finding all these details I completely overlook.
I bet the bird theme will bring about some awesome results.
 
KeeSomething said:
It was in the Gamespot 20 minute demo. Hold on, let me find you the exact time where that question is answered...

KeeSomething said:
http://e3.gamespot.com/video/631836...11-stage-demo?hd=1&tag=top_stories;play_btn;2

At 9:40, Nate from Nintendo answers the "Will the world below be interconnected?"

Think Wind Waker, but with both islands and portals.




Thank you, yeah I saw that. That's why I was asking the question, I wanted a little more detail on it.
 
I see Zelda Williams stans for Majoras Mask.
2qw0chy.jpg
 
Zoramon089 said:
Zelda has always been about fetch quests...it's just that those quests involved dungeons in between
Exactly, they are fetch quests, but you forget that because you're exploring meaty dungeons and solving great puzzles to detract you from that. But stuff like the tears of light and this, are literally fetch quests, that does incite some level of tedium that wasn't present before.
 
Magicpaint said:
Exactly, they are fetch quests, but you forget that because you're exploring meaty dungeons and solving great puzzles to detract you from that. But stuff like the tears of light and this, are literally fetch quests, that does incite some level of tedium that wasn't present before.

Yeah but in every interview they've claimed that exploring the overworld will be like exploring a dungeon in itself. I don't think it'll be the same as the previous 3D games where the overworld was basically an empty hub connecting areas of interest
 
Zoramon089 said:
Yeah but in every interview they've claimed that exploring the overworld will be like exploring a dungeon in itself. I don't think it'll be the same as the previous 3D games where the overworld was basically an empty hub connecting areas of interest
That part sounds fantastic and is especially why I am puzzled that they're creating these kind of fetch quests in the first place. Then again if they can find a way to integrate it well and vary it enough then I might not have as much as issue, though.
 
Pardon me if this has been answered (going into black out mode) but the controls shown on the side, are those removable? Just for demo purposes? I know it was like this last year but I don't recall any answer officially given.
 
Things I really like about Skyward Sword right now:

1. The sky overworld is like Wind Waker's, you can land on the floating islands and explore.
2. There will be no shortage of things to spend your rupees on.
3. The bird and Link are the same colors as King of Red Lion and Link in Wind Waker.
4. You can upgrade your stuff.
5. You can sprint now! Hated rolling in past Zelda games.
6. The music goes along everytime you hit something like in certain parts of Wind Waker.
7. Motion+ makes it seem like how a core motion control game should be, and how many games completely missed it.
8. Hearts grow on the ground like plants, and are no longer sprites but polygonal objects.
9. It quickly dethroned Wind Waker from having the best combat in a Zelda game.
10. I like how you can see your hearts just float away from Link's body when you get hit, you are not interrupted from gameplay by being thrown into the ground and not being able to get up until the getting up animation is over.
11. Link looks incredible, his facial animations are almost impeccable.
12. Link now lifts the door himself, they don't open up automatically or Link pushes them over.
13. The eyes from Super Mario 64 are back.
14. The game seems to be fan service to timeline stuff.
15. You can cut some trees just like in Wind Waker and Ocarina of Time again!
16. Music is orchestrated!
17. The enemies run away when the see a bomb, and seem alive like in Wind Waker instead of Twilight Princess.
18. The balancing act seems genuinely terrifying.
19. Leaping off the cliff to get into your bird seems awesome. I wonder if there will be times the bird won't be there....
20. You can sprint up walls!
21. The visuals are absolutely incredible.

Might be good.

Grimm Fandango said:
Pardon me if this has been answered (going into black out mode) but the controls shown on the side, are those removable? Just for demo purposes? I know it was like this last year but I don't recall any answer officially given.

You mean is the HUD removable? I don't think any Zelda game has had that before.

DragonKnight said:
Wow. Gamespy has been really down on the game in their latest preview. They want traditional controls.

The game will lose a huge amount of depth without motion controls, including the entire combat system.
 
Imo I think the most interesting thing Skyward Sword is that it seems to be an actual competent, core motion control game. You can already see with stuff like Medieval Moves for the PS3 that there's going to be a trend of these very poor copies of what it tries to do. I wonder if it'll motivate devs to break the chains of shovelware garbage.
 
Big One said:
Imo I think the most interesting thing Skyward Sword is that it seems to be an actual competent, core motion control game. You can already see with stuff like Medieval Moves for the PS3 that there's going to be a trend of these very poor copies of what it tries to do. I wonder if it'll motivate devs to break the chains of shovelware garbage.

Yeah, it's not half-assed, that's for sure
 
Big One said:
Imo I think the most interesting thing Skyward Sword is that it seems to be an actual competent, core motion control game. You can already see with stuff like Medieval Moves for the PS3 that there's going to be a trend of these very poor copies of what it tries to do. I wonder if it'll motivate devs to break the chains of shovelware garbage.
Subpar games with horrible controls have been around since the Atari days. There will always be publishers who don't give a rats arse about how finished a game is and will simply shove it out the door.

Nintendo have consistently been one of those developers and publishers who is adamant upon enjoyable control schemes and that is a huge reason why I will always buy their products. As is the case with them, and it will always be the case with them, it takes Nintendo themselves to show how things should be done.
 
ShockingAlberto said:
The actual preview: http://wii.gamespy.com/wii/the-legend-of-zelda-wii/1171797p1.html

The guy comes off as whiny as fuck and complains about how tired his arm is from playing.

Thist guy don't get this game. He doesn't understand waggle the wiimote like a retard is useless in this game. For example to defeat the spiders you have to move the wiimote up to see the weak spot and then kill it.

He pisses me off cause he talks shit about the game and doesn't even know how the combat system works.

Here is a good video example for the combat system. skip to 0:50

http://www.gametrailers.com/video/e3-2011-zelda-skyward/715771
 
Zoramon089 said:
Yeah but in every interview they've claimed that exploring the overworld will be like exploring a dungeon in itself. I don't think it'll be the same as the previous 3D games where the overworld was basically an empty hub connecting areas of interest

1. The problem with Tears of Light is not how they're positioned between overworld and dungeon exploration - it's the "collecting" puzzle itself. Stopping your progress until you've found X tears is qualitatively different from asking you to explore dungeons and defeat monsters for their treasures. Maybe it's not so different from making the silver rupees from OoT a regular feature (and throwing in a bunch of Master Hands to mix things up). Of course, I'm hoping to be surprised.

2. I have yet to read confirmation that the sky isn't effectively an empty hub connecting discrete dungeon "regions." If these dungeons are larger for including puzzles and dungeon elements beyond the walls of the traditional dungeons, that doesn't mean the formula has changed that much. The Wind Waker comparison thrown around in the Gamespot video is illustrative: swap the "town" part of Dragon Roost Island for a sort of Ice Cavern-like "pre-dungeon dungeon," and you still haven't addressed the biggest criticism people leveled at the empty ocean. But maybe my fears are unfounded. At the very least, I'd be surprised if the areas didn't connect by the end of the game.

Okay, enough pessimism from me. I have zero doubts about the motion controls. The game looks beautiful in motion, the equipment upgrades are good idea, and Nintendo's never released a console Zelda I didn't love. I'm sure I'll be crazy about this one.
 
Anyone else thinking the game's development is probably practically finished and it's just waiting for its holiday release now? Everything looks really polished, final music has been recorded, etc.
 
GCX said:
Anyone else thinking the game's development is probably practically finished and it's just waiting for its holiday release now? Everything looks really polished, final music has been recorded, etc.

Yeah Miyamoto said on the nintendo press conference "It's finally done."
 
decoyplatypus said:
2. I have yet to read confirmation that the sky isn't effectively an empty hub connecting discrete dungeon "regions." If these dungeons are larger for including puzzles and dungeon elements beyond the walls of the traditional dungeons, that doesn't mean the formula has changed that much. The Wind Waker comparison thrown around in the Gamespot video is illustrative: swap the "town" part of Dragon Roost Island for a sort of Ice Cavern-like "pre-dungeon dungeon," and you still haven't addressed the biggest criticism people leveled at the empty ocean. But maybe my fears are unfounded. At the very least, I'd be surprised if the areas didn't connect by the end of the game.

I think the sky IS basically a hub, but the land below the clouds is interconnected and more...dungeon-like. From the interviews the cloud has floating islands in a sort of WW-esque setup while below is one big land
 
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