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Miyamoto on Zelda Wii and Zelda ST

Drinky Crow said:
well, zelda is officially dead

someone move that flamboyant mascot miyamoto to a window office
Drinky Crow
Banned
(Today, 10:46 PM)
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That was quick
, or is it just a tag?
.
 
Am I the only one who thought Phantom Hourglass was more difficult than Twilight Princess? I always hear about people complaining about the former's lack of difficulty but never the latter, yet there were times in Phantom Hourglass where I was genuinely stuck. Twilight Princess, on the other hand, full auto-pilot.
 
kiruyama said:
so who wants to get the hype train rolling? I'm guessing spring 2010 release delayed to November then finally January 2011! Woohoo! only one more year!
The Zelda hype train never stops!
 
Dragona Akehi said:
I'm just asking for an option here.

I suppose a GameCube version would do as well. :P
Heh, sadly, I wouldn't count on it. They had left- and righthanded options for the Wii Sports games, but I fear you'll be disappointed when Zelda Wii comes around.

I'll cross my fingers just in case.
 
Awesome news all around. I can't wait to see what happens with both. :D

Also, people around here still get Drinky Crowned?
 
as long as time limits doesn't exist in this game, i am happy.
that flipping dungeon ruined everything for me. I am still angry that i haven't finished that bloody game
 
Chrono said:
From the sound of it Zelda Will will be the first one I'll skip.

I was sort of expecting this. Zelda has gone downhill for me lately - Twilight Princess was the first boring one I ever played and I didn't even finish Phantom Hourglass.

I agree with you about TP, but you should give PH another chance. Aside from the repeating temple and the awful music, it was a charming Zelda title.
 
Haunted said:
Heh, sadly, I wouldn't count on it. They had left- and righthanded options for the Wii Sports games, but I fear you'll be disappointed when Zelda Wii comes around.

I'll cross my fingers just in case.

Well if there's a LH mode, I'll be happy. It's all I'm asking for, really.
 
I feel like I should go back to Phantom Hourglass and finish it before ST comes out. I didn't really like it though...
 
doomed1 said:
it's DrinkyCrow. i'm amazed he hasn't found his way into MORE Wii threads to troll.

Yes. Let's see if he'll reply.



darkpaladinmfc said:
Drinky Crow
Banned
(Today, 10:46 PM)
Reply | Quote

That was quick
, or is it just a tag?
.

:lol
tag
 
About MotionPlus. We're implementing it so that players can feel like they themselves are holding the sword.

Ehh...

In the previous Zelda (TP Wii) the targeting was based on the IR pointer. This time however, we'll be using MotionPlus for a variety of more convenient targeting systems that will allow for more pleasant gameplay.

NO, THE POINTER WAS BETTER.

Seriously, what the hell? What can possibly be more convenient than pointing and shooting when it comes to this controller?
 
might give ST a chance if his claims about the difficulty proves to be true. combine that with the lack of that stupid temple in PH and it might actually be pretty boss.
 
Dragona said:
Well if there's a LH mode, I'll be happy. It's all I'm asking for, really.
Poor Dragona. :(

Reading of your plight makes me feel almost sorry to be born right-handed, just as God Miyamoto intended.


AniHawk said:
Ehh...



NO, THE POINTER WAS BETTER.

Seriously, what the hell? What can possibly be more convenient than pointing and shooting when it comes to this controller?
Yeah, that's a seriously puzzling comment. I don't know what kind of aiming mechanic he might be alluding to at all. Slightly worried....
 
AniHawk said:
Ehh...



NO, THE POINTER WAS BETTER.

Seriously, what the hell? What can possibly be more convenient than pointing and shooting when it comes to this controller?
You don't even know how the controls will be like. :/
 
A little extra challenge isn't going to mean much to me if the dungeons are all the same bland homogonous theme and the overworld is about as exciting to navigate as watching paint dry. I'm not interested in riding the choo choo to one generic brown cave after another.

Also, for the love of God, don't use motion controls for the main combat in the new Wii Zelda. They can be lots of fun in occasional context specific situations, but the last thing I want is a lengthy adventure game where I have to constantly shake the controller (yes, even if it's a "flick of the wrist").
 
Interest in Zelda Wii slightly deflated, interest in Zelda: ST slightly inflated.

That's definitely not what I expected coming into this thread.
 
Door2Dawn said:
You don't even know how the controls will be like. :/

Oh I have a pretty good idea if they're using motionplus in particular instead of the pointer.

Amir0x said:
Interest in Zelda Wii slightly deflated, interest in Zelda: ST slightly inflated.

That's definitely not what I expected coming into this thread.

The difficulty of PH's dungeons weren't ever a problem for me. It was their length. The PH dungeons felt bite-sized compared to past handheld Zeldas. With a two year turnaround time, I wouldn't hold my breath.

Zelda Wii sounds like my worst fears are coming true. I really hope there's less of a focus on combat if this is the route they're choosing.
 
Haunted said:
Poor Dragona. :(

Reading of your plight makes me feel almost sorry to be born right-handed, just as God Miyamoto intended.

The irony being of course that Miyamoto is left handed, except for using a wiimote apparently.

Yeah, that's a seriously puzzling comment. I don't know what kind of aiming mechanic he might be alluding to at all. Slightly worried....

Fuck. I just realised.

First.

Person.

:/
 
Dragona Akehi said:
Fuck. I just realised.

First.

Person.

:/

Maybe that's why it was shopped to Retro first before realizing they're even bigger hacks than the guys that did Phantom Hourglass.
 
Drinky Crow said:
well, zelda is officially dead

someone move that flamboyant mascot miyamoto to a window office

Eh? What was so damning about those quotes?
 
AniHawk said:
Maybe that's why it was shopped to Retro first before realizing they're not as big as hacks as the guys that did Phantom Hourglass.
And suddenly everything is falling into place : /
 
Haunted said:
Poor Dragona. :(

Reading of your plight makes me feel almost sorry to be born right-handed, just as God Miyamoto intended.



Yeah, that's a seriously puzzling comment. I don't know what kind of aiming mechanic he might be alluding to at all. Slightly worried....
Wii Sports Resort archery-like aiming, for example.
I just don't know how that would work, i think I'd prefer the good old ir pointer (which is by the way the most awesome thing about the Wii Remote).
 
They shot that 1st person Zelda idea down a couple years back, I'd be surprised if they ran with it for Zelda Wii.

Not that I would mind. :p

Mt Heart Attack said:
Wii Sports Resort archery-like aiming, for example.
Possible.
 
I'm a bit curious about the integration of MotionPlus into Zelda. Maybe I should get Wii Sports Resort so I can actually try out MotionPlus for myself.
 
@dragona

nah that would be dumb. They're just going to make the bow controls awesome like WSR. That wasn't in first person, so why would Zelda need to be?
 
Haunted said:
They shot that 1st person Zelda idea down a couple years back, I'd be surprised if they ran with it for Zelda Wii.

Not that I would mind. :p
I think we're going to see multiple shifts of camera perspectives, like how the current games turn to first person when you use the crosbow or hookshot. You interact with certain parts of the environment(switches/levers for example) in first person.
 
Dragona Akehi said:
Fuck. I just realised.

First.

Person.

:/
I don't think it'll be 100%, maybe just a head on/over the shoulder perspective like RE4. I called it BTW in the E3 Zelda reveal thread that the player would control the girl/sword from a pseudo first person perspective... not that I'm thrilled I may be right but who knows.
 
Dragona Akehi said:
Fuck. I just realised.

First.

Person.

:/

See, I'm gonna do the stupid thing and hope that it's more like Wii Sports Resort rather than this. :(

Really though, the pointer was more than good enough for the game. I understand the whole immersion thing is a key point for the Wii, and they want Zelda to show this off the most, butI hope this doesn't alter things too drastically.
 
the pointer is the best new control addition the wii brings and they are going to ditch it for Zelda Wii? *insert some epic LOLing here*

at least it's good news they're upping their game's difficulty again.
 
AniHawk said:
The difficulty of PH's dungeons weren't ever a problem for me. It was their length. The PH dungeons felt bite-sized compared to past handheld Zeldas. With a two year turnaround time, I wouldn't hold my breath.

Zelda Wii sounds like my worst fears are coming true. I really hope there's less of a focus on combat if this is the route they're choosing.

I mean length would help give them time to flesh out the ideas within the dungeons, but it won't fix them for me. Phantom Hourglass dungeons were some of the least clever and boring dungeons ever in the series. It was the worst kind of hand-holding: the game assumes you are a retard from the outset, and so makes no attempt to even try to get fancy with the challenges. It just politely shuttles you from one blatantly obvious solution to the next, nodding occasionally at its excessive casualness.

I still remember early on when I did that
cartography puzzle
, which I thought was the singular height of the entire game, that I could not believe it was even in the same game as everything else.

I amuse myself with the thought that the only talented member of the team nestled himself away in a corner, in horror at what Miyamoto's band of beasts was doing to this prolific franchise, and worked quietly on this single puzzle for for the entirety of the games development. Ironically, his only other contributions were some of the puzzles in the Temple of the Ocean King, which while certainly the best designed in the game, were fated to be ruined by the rest of the team's Halloween prank of forcing you to redo them eighty two times.
 
I played PH in Japanese, and I think I enjoyed it more because of that. Without all the hand-holding text, it was like a throw-back to earlier Zeldas where I just had to explore and figure out what to do on my own. It led to some cool moments, especially when any obtuse DS functionality has to be used. :lol
 
Amir0x said:
I amuse myself with the thought that the only talented member of the team nestled himself away in a corner, in horror at what Miyamoto's band of beasts was doing to this prolific franchise, and worked quietly on this single puzzle for for the entirety of the games development. Ironically, his only other contributions were some of the puzzles in the Temple of the Ocean King, which while certainly the best designed in the game, were fated to be ruined by the rest of the team's Halloween prank of forcing you to redo them eighty two times.

I thought PH had the least influence from Miyamoto or Aonuma of any of the post OoT EAD games. I remember them saying it was just a team of about 10 or so people that were working on it until Twilight Princess was completely finished. That would have been June or August of 2006 or something.
 
Amir0x said:
I mean length would help give them time to flesh out the ideas within the dungeons, but it won't fix them for me. Phantom Hourglass dungeons were some of the least clever and boring dungeons ever in the series. It was the worst kind of hand-holding: the game assumes you are a retard from the outset, and so makes no attempt to even try to get fancy with the challenges. It just politely shuttles you from one blatantly obvious solution to the next, nodding occasionally at its excessive casualness.

I still remember early on when I did that
cartography puzzle
, which I thought was the singular height of the entire game, that I could not believe it was even in the same game as everything else.

I amuse myself with the thought that the only talented member of the team nestled himself away in a corner, in horror at what Miyamoto's band of beasts was doing to this prolific franchise, and worked quietly on this single puzzle for for the entirety of the games development. Ironically, his only other contributions were some of the puzzles in the Temple of the Ocean King, which while certainly the best designed in the game, were fated to be ruined by the rest of the team's Halloween prank of forcing you to redo them eighty two times.
which puzzles are you talking about specifically? the one where you have to
close and open the ds
?
 
amirox you forgot to work a derogatory and dismissive comment about "manchildren" into your post. quick, edit it, and i'll change this post to something innocuous so no one will notice
 
AniHawk said:
I thought PH had the least influence from Miyamoto or Aonuma of any of the post OoT EAD games. I remember them saying it was just a team of about 10 or so people that were working on it until Twilight Princess was completely finished. That would have been June or August of 2006 or something.

I assume his influence is little, as he was probably too busy thinking of more ways to destroy the game industry with Wii Music, Wii Sports Resort and Wii Fit Plus during this time. I merely said "Miyamoto's band of beasts" because it's a team spawned from development on a franchise he thought up, and he was the one commenting on the titles in this thread.

DanteFox said:
which puzzles are you talking about specifically? the one where you have to close and open the ds?

No, that one was dumb.

I am talking about the one where you had to
follow the outline of the island and then draw it, finding the solution to a specific puzzle only after you saw what the island's image made when you drew it. The cartography puzzle!

beezlebozo said:
amirox you forgot to work a derogatory and dismissive comment about "manchildren" into your post. quick, edit it, and i'll change this post to something innocuous so no one will notice

Saving more of my manchild references for when the Zelda Wii defense force comes out, trying to argue about why the motionplus controls are still okay even though they sometimes go out of sync during battle or they don't always properly register your swings or how the targeting system doesn't even work as well as the old Z-Targeting system, or how it's all worth it because OH MY GOD IMMERZION! Or if it's first person, tee hee!

For all I hated about Phantom Hourglass, the touch screen controls I had no problem with. A big surprise!
 
Amir0x said:
I assume his influence is little, as he was probably too busy thinking of more ways to destroy the game industry with Wii Music, Wii Sports Resort and Wii Fit Plus during this time. I merely said "Miyamoto's band of beasts" because it's a team spawned from development on a franchise he thought up, and he was the one commenting on the titles in this thread.

I thought he was busy keeping EAD Tokyo from fucking up Super Mario Galaxy too much (it was 2007 and he had another year to destroy the industry). Him and the other old guys. Remember, the new composer made the music kiddy instead of grand until Kondo corrected him and the level designers made the game way too easy until Miyamoto told them it should be harder.

It sounds like he had some direct input into the level design of NSMBW, so my fingers are crossed that it turns out to be pretty good. I think it's weird that when it comes to platformers, Miyamoto suddenly decides not to ruin that series for a bit. There are all the Wii ___ you mentioned, but there's the new Zelda, and in the past, Metroid Prime (probably the best example of ruining a classic franchise). But then he goes into Mario and suddenly it has to be perfect.
 
He probably visited EAD Tokyo once every eight weeks, and only to say Mario was not jolly enough or something appropriately cryptic about the feel of things.
 
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