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Should Nintendo's Tokyo studio tackle the next Zelda?

Speevy said:
These two guys are my favorite, because they did Pikmin 2.

Directors Shigefumi Hino
Directors Masamichi Abe
They don't work at EAD Tokyo though. Hino just recently worked on Big Brain Academy Wii at the Kyoto studio.
 
Tristam said:
Well his involvement with SMB3 sounds classically Miyamoto: contributions to game design in the beginning, polishing at the end, and supervisory roles in between.

And is that a bad thing? :)

Speevy said:
These two guys are my favorite, because they did Pikmin 2.



Directors Shigefumi Hino
Directors Masamichi Abe

And just cause I'm having so much fun here with random info about Nintendo employees, you may want to put Abe higher, since he was director of gameplay (Hino was director of graphics).

And for those of you curious, Takashi Tezuka had more involvement in the second one than Miyamoto.
 
Oblivion said:
And just cause I'm having so much fun here with random info about Nintendo employees, you may want to put Abe higher, since he was director of gameplay (Hino was director of graphics).

And for those of you curious, Takashi Tezuka had more involvement in the second one than Miyamoto.
Nintendo had him work on MPH last. :\ I would've stayed at Namco if I were him.
 
Tristam said:
Well his involvement with SMB3 sounds classically Miyamoto: contributions to game design in the beginning, polishing at the end, and supervisory roles in between.

I thought FLUDD was a bad idea too, but it's impossible to discredit a designer's abilities because one of mishap, else Miyamoto would be discredited too. Koizumi's been with EAD since A Link to the Past -- he didn't pop out of nowhere to envision a good-in-theory-but-not-in-practice mechanic in Mario Sunshine. Plus: Jungle Beat.

And I don't disagree that some people do treat Miyamoto like he's a talentless hack -- and they're wrong, because he still has a knack for polished, well-considered game design.
Why is the FLUDD considered such a bad idea? It's a very important design in 3D platforming: correctional jumping. To put it simply, judging distances is one of the hardest things to do in 3D, and so an assistant to help you correct jumps in mid air is incredibly advantagous. Banjo Kazooie did something very similar by allowing you to float. I have not played Galaxy yet, but from what I have seen this philosophy has evolved so that gravity can pull you in so that you don't have to deal with trecherous jumps. Yeah the FLUDD-less levels were fun, but they were also incredibly difficult at times, much harder than a 2D equivalent. They were only done in a limited capacity. Mario 64 had to build many of its levels vertical so that if you fell, you wouldn't necessarily fall to your death.

If you mean the actual water pack part of FLUDD, then that's a different story, but it was far more useful for its platforming applications anyway.
 
Mgoblue201 said:
Why is the FLUDD considered such a bad idea? It's a very important design in 3D platforming: correctional jumping. To put it simply, judging distances is one of the hardest things to do in 3D, and so an assistant to help you correct jumps in mid air is incredibly advantagous. Banjo Kazooie did something very similar by allowing you to float. I have not played Galaxy yet, but from what I have seen this philosophy has evolved so that gravity can pull you in so that you don't have to deal with trecherous jumps. Yeah the FLUDD-less levels were fun, but they were also incredibly difficult at times, much harder than a 2D equivalent. They were only done in a limited capacity. Mario 64 had to build many of its levels vertical so that if you fell, you wouldn't necessarily fall to your death.

If you mean the actual water pack part of FLUDD, then that's a different story, but it was far more useful for its platforming applications anyway.

Again, it does sound good in theory. In practice I can only offer my own experience: I thought the "secret levels" were more enjoyable (by multiple orders of magnitude) than the standard levels.
 
How about making a Legend of Zelda game that starred Princess Zelda? now that is a novel idea.

Her magic based attacks would make the dungeon and the game design very interesting. Not to mention the fresh point of view.
 
jj984jj said:

Well, whaddya know. Since there is an opening for director for Pikmin, maybe Aonuma will handle Pikmin 3? :O

Hcoregamer00 said:
How about making a Legend of Zelda game that starred Princess Zelda? now that is a novel idea.

Her magic based attacks would make the dungeon and the game design very interesting. Not to mention the fresh point of view.

Ooh interesting. As long as we're throwing out ideas, how about a Mario game where you play as Luigi? Would be a nice change of perspective. Perhaps he could be equipped with a suction machine of some sort. :O :O
 
SantaC said:
BS. I credit him with the good atmosphere in Wind Waker, but the atmosphere in TP is average because the overworld is pretty much dead. And the towns, dont get me started on them. TP has like the worst towns in any zelda.
Nope. TP had great atmosphere. Especially in areas such as Lake hylia, snow peak mountain, and the glowing oasis where the spirits spawn. Not only did it have beautiful atmosphere but the game had variety unlike TWW.
TWW was pretty much dead because all the islands were the same, the sea was one flat shade of color, there were not fish, and the map was basically a symmetrical checker board.

As for the towns, at least TP had lots of people moving about the town to make it look alive. It had musicans, rushing pedestrians, haggling people at the market, etc.
Everyone in windfall island stood still like billboards. It was empty and boring as hell.


SantaC said:
Not a bad track record, but after MM and WW it's been going down imo.
It went down hill when they released TWW. Luckily Aounoma was redeemed with TP.
 
The series belongs to Aunoma. I wouldn't have it be developed by anyone elses team. Shigeru can watch over it like he always does.

TP is a great game, Aunoma made it and Shigeru had a close watch on it. If you thought it was shit you insult both Miyamato and Aunoma.

(replying to the OP)
 
Tristam said:
Again, it does sound good in theory. In practice I can only offer my own experience: I thought the "secret levels" were more enjoyable (by multiple orders of magnitude) than the standard levels.
What does that have to do with the FLUDD though? I think you even use the FLUDD on the secret levels the second time around, so the level design isn't better because you don't have the FLUDD. Theoretically, the FLUDD should make for a more complete level design. Where as in 3D platforming the developer have to make it easy enough so a player can judge and complete a jump, the developer has the ability to make even more difficult jumps since the player can correct himself in mid air. I believe on those secret stages you have to collect eight red coins in a time limit with the FLUDD, and that would be a harrowing challenge without it. Perhaps you have to be more precise going solo, and it might make things more difficult, but I don't think platformers were ever meant to get bogged down by things that were non-existant or taken for granted in 2D either. You shouldn't have to stop and adjust the camera and ask yourself if you're on the right angle and all of that. Obviously Nintendo has been trying to rid Mario of that excess fat since Mario 64.
 
Tristam said:
Again, it does sound good in theory. In practice I can only offer my own experience: I thought the "secret levels" were more enjoyable (by multiple orders of magnitude) than the standard levels.

You need to go back and play the one where the pianta's throw you across the level. Then tell me you don't want to adjust your landing just a bit.
 
HOW ABOUT A BRAND NEW IP? LETS GIVE ZELDA AND METROID SOME BREATHING ROOM TO REST....

...i dont think any of you heard me so i'll shout real loud this time:

HOW BOUT A BRAND NEWWWWWWW IP?
 
laesperanzapaz said:
HOW ABOUT A BRAND NEW IP? LETS GIVE ZELDA AND METROID SOME BREATHING ROOM TO REST....

...i dont think any of you heard me so i'll shout real loud this time:

HOW BOUT A BRAND NEWWWWWWW IP?

Nintendo have enough teams to handle new IPs and sequels.
 
Maybe, why not. EAD Tokyo is a great team and could do great things with the franchise.

However, I'd really like to see them try something new, and my hope is, like others are saying, we have a bit of a break from Zelda for a while. And it's not because I don't like the series, it's my favourite, and I loved TP and PH, but 2 in a year is enough.

Whatever happens to Zelda in the future it needs to go the PH/SMG route, reinvention, but keeping the key elements. I want something new.
 
I am feeling pretty tired of Zelda too (i didn't beat TP due to a rising feeling of boredom in the second half of the game, and i'm not even considering Phantom Hourglass as i'm not fond of Link's WW style...), but if Nintendo wants to give a new twist to the franchise -a change that is deeply needed IMHO, or maybe some rest like Metroid in the N64 days- i'd say HELL YEAH.
This guys are insanely talented and i'd love to see what they could do with the right amount of freedom/money/time.

Otherwise leave Zelda alone until the next Nintendo home console and give Tokyo a brand new IP to rock on!
 
I love how people claim that Zelda is completely stale yet they totally ignore Phantom Hourglass and pretend that it never existed.

Same with Majora's Mask (Wildly different from any other Zelda) And even Wind Waker was very different (I don't remember any previous Zelda that had a completely seamless world to explore, sea charts, treasures to find with treasure maps or dual character dungeons!)

Contrary to what most people here seem to believe, the Zelda series post ALTTP have not all been remakes of the old formula (Indeed, the only ones that have truly used the exact same formula have been OoT and TP) Link's Awakening was more similar to Zelda 1 than ALTTP (Though of course it was very different, and introduced many things to the series like the trading quest and actual cutscenes)

OOT was originally intended to be a remake of ALTTP but to say that it ended up like that is just absurd (The influence that LA brought is obvious and of course it brought it's own innovations to the series)

MM is wildly different.

TWW is similar to ALTTP but again it is different and brings in many innovations to the series.

The Oracles games are LA clones though through and through with a sprinkle of OoT throughout, but Minish Cap is different (Kinda similar to MM actually, focus on the world rather than the dungeons but to deny it's innovations like the Kinstones and the Cap itself would be absurd)

4 Swords Adventures is obviously different

It's TP that caused this backlash and it is mostly true (Though it does innovate in ares, it is not as innovative as past Zeldas)

As for EAD Tokyo, I want to see them doing something original!
 
Nuclear Muffin said:
I love how people claim that Zelda is completely stale yet they totally ignore Phantom Hourglass and pretend that it never existed.

I think most of us are trying to block out the memory of Phantom Hourglass. It was traumatic.
 
I think the Mario Galaxy team should take on something entirely new, or something long forgotten and neglected like Kid Icarus.

Zelda can and must be handed off from Aonuma to Zombie Gunpei Yokoi. Or if he's not available, Zombie Yasumi Matsuno would also be an acceptable choice. This will free Aonuma up to work on Snatcher/Policenauts, since Hideo Kojima doesn't wanna do it.

Edit:
Nuclear Muffin said:
I love how people claim that Zelda is completely stale yet they totally ignore Phantom Hourglass and pretend that it never existed.
The free hourglass I got with it was crappy and cheap and uninspired. It killed my buzz before I even got around to opening the package.
 
Amir0x said:
what in Matsuno's history tells you he would make a good Zelda game
I dunno. When I thought "zombie" his name just popped up.


Edit: Just remembered this guy. I always thought his cap looked too short.
6prdxg4.png
 
Nuclear Muffin said:
I love how people claim that Zelda is completely stale yet they totally ignore Phantom Hourglass and pretend that it never existed.

Same with Majora's Mask (Wildly different from any other Zelda) And even Wind Waker was very different (I don't remember any previous Zelda that had a completely seamless world to explore, sea charts, treasures to find with treasure maps or dual character dungeons!)

You dont see any other zelda with those features because they are bad game designs.
 
I like how Aonuma is supposed to be the villain here.

Personally I've enjoyed his Zelda games more than I have Miyamoto's. The person that needs to get off Aonuma's back is damn Miyamoto. Let the man take Zelda to his own unique direction without you constantly butting it. Miyamoto needs to either direct a brand new Zelda game, or just back off completely.
 
Well, as long as they keep the map drawing from PH. (light spoiler ahead)

Just yesterday I discovered this island in the game (I'm not very far yet) which isn't charted. You have to solve a puzzle there, and one of the things that's needed to solve it properly, is drawing the overall shape of the island on the touchscreen. It almost feels like you really discovered a new island which had never been explored before. Gave me an awesome feeling of adventure and they seriously need to expand on this.
 
R0nn said:
Well, as long as they keep the map drawing from PH. (light spoiler ahead)

Just yesterday I discovered this island in the game (I'm not very far yet) which isn't charted. You have to solve a puzzle there, and one of the things that's needed to solve it properly, is drawing the overall shape of the island on the touchscreen. It almost feels like you really discovered a new island which had never been explored before. Gave me an awesome feeling of adventure and they seriously need to expand on this.

R0nn, that is literally the best puzzle in the entire game. Not joking. I even specifically mentioned it in my review, that is where the game peaks. And it's all downhill from there. Turn off Phantom Hourglass and be happy, or else there is no return :(
 
Amir0x said:
R0nn, that is literally the best puzzle in the entire game. Not joking. I even specifically mentioned it in my review, that is where the game peaks. And it's all downhill from there. Turn off Phantom Hourglass and be happy, or else there is no return :(
R0nn, don't listen to this guy.

You might not think PH is great, but it's certainly a game worth seeing through till the end.
 
I am not wrong, magicpaint. There is nothing in the game even remotely as good as that single part. Everything else is far inferior to that moment. I am only telling him to end on a high note, instead of the raping tedium of the Ocean King Temple and the crushing linearity and simplicity of the rest of the dungeons.

But actually, you're right! More people should experience this! To spread the word!
 
Magicpaint said:
I like how Aonuma is supposed to be the villain here.

Personally I've enjoyed his Zelda games more than I have Miyamoto's. The person that needs to get off Aonuma's back is damn Miyamoto. Let the man take Zelda to his own unique direction without you constantly butting it. Miyamoto needs to either direct a brand new Zelda game, or just back off completely.
Third option. New IP.

Or maybe a long forgotten abandoned one, like Startropics.
 
Amir0x said:
I am not wrong, magicpaint. There is nothing in the game even remotely as good as that single part. Everything else is far inferior to that moment. I am only telling him to end on a high note, instead of the raping tedium of the Ocean King Temple and the crushing linearity and simplicity of the rest of the dungeons

Eh I didn't say you were wrong, just that it's not sensible to stop the game at that very moment. That puzzle was also by far my favourite in the game but it came really early on, and there's still good stuff to be experienced, I wouldn't have enjoyed PH as much as I did if I stopped right at the end of that puzzle.

You've still got the great boss fights in each dungeon that use the DS really well, and of course since this is the first Zelda game in aeons where rupees actually matter, there's a lot of exploratory incentive, and lots to buy/collect/sell.
 
Magicpaint said:
Eh I didn't say you were wrong, just that it's not sensible to stop the game at that very moment. That puzzle was also by far my favourite in the game but it came really early on, and there's still good stuff to be experienced, I wouldn't have enjoyed PH as much as I did if I stopped right at the end of that puzzle.

You've still got the great boss fights in each dungeon that use the DS really well, and of course since this is the first Zelda game in aeons where rupees actually matter, there's a lot of exploratory incentive, and lots to buy/collect/sell.

yeah besides he still might enjoy the rest of the game, everyone has an opinion.

I'm just a little frustrated with what happened with PH, you understand.
 
Amir0x said:
yeah besides he still might enjoy the rest of the game, everyone has an opinion.

I'm just a little frustrated with what happened with PH, you understand.
And tbh, I agree with a lot of your criticism, but somehow it didn't seem to affect my enjoyment nearly as much. :P I just think PH was exactly the kind of Zelda I needed after TP. Something much lighter, and more portable friendly. I'd put it on par with MC, but under LA.

ruby_onix said:
Third option. New IP.

Or maybe a long forgotten abandoned one, like Startropics.
I'm always up for a new IP. But I won't hold my breath for obvious reasons.
 
Zelda needs a revamp like how Tokyo handled Mario Galaxy, but I'm sure Aonuma's team is capable of this, and I'm sure that they will tackle this problem with the next Wii Zelda.
 
Amir0x said:
"Sure, a new IP would be nice after Super Mario Galaxy. But... how about a game with Nintendo characters?"

Wouldn't a new IP necessarily contain Nintendo characters... new ones, of course, but...
 
If the next Zelda is anything like PH then I'm all for it. I thought that title was very surprising and fresh but maybe a little light on the combat. I think Wii Zelda can do even better with a better combat system, I don't even care if its 15 hours long or something, a game should be as long as it is interesting. This is why I trust Anouma and co on this because I think they will challenge themselves to make a PH equivalent on the Wii.
 
Just to clarify, when people say they didn't like the beginning of TP, what exactly was the problem? I thought people were referring to the tears of light hunting. If not...
 
Oblivion said:
Just to clarify, when people say they didn't like the beginning of TP, what exactly was the problem? I thought people were referring to the tears of light hunting. If not...

I said it before, but I always enjoyed those quiet comparatively slow opening moments of games like Twilight Princess. It always feels like the quiet before a storm, a nice way to just get me going. Now, there's no doubt it probably went on a little TOO long, and that what followed it "the three dungeons/wolf tear hunting" was the shittiest part of the game, but I enjoyed that introduction.
 
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