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Zelda: Skyward Sword @ GDC New Trailer

this should be link and ze;da
6gbomf.jpg
 
Jocchan said:
I agree. Same for staff and ball/chain, actually, even though they don't really look nearly as flexible.

Which is the very reason why it felt like there was less stuff to do between each dungeon after the Arbiter's Grounds. Besides the less interesting scripted sequences and story events, the items you found in those dungeons weren't really used much. So, you didn't have much more to explore either, and this contributed to the overall feeling of emptiness in the (too) large overworld... together, of course, with the small number of sidequests in general.

I really hope this is not the case with Skyward Sword.

Yeah. I think thats why so many people revere Ocarina of Time over all other Legend of Zelda games, aside from its importance to gaming history. It struck such a very good balance between the main quest, the side quests, and the usefulness of items outside of their specific dungeon.

I really like Twilight Princess. I, for the most part, really like the art style and the main quest line and dungeons. I will say that in regards to the main quest itself, its easily the best story, story telling, dungeons and bosses out of all the Zelda games. But man, did it fail in regards to the side quests and optimizing the usefulness of items.

I also hope that the game makes better use of all the items available. If I was designing a Zelda game, each item would be required for at least one special nondungeon problem with a reward.
 
Akihabara said:
Yeah, imo the Spinner Boss Battle is one of the funniest battles in all Zelda games. I really enjoyed it. (inb4 I haven't said "one of the best")

Spinner and the sky dragon (bad with names) are two of my favorite boss battles.
 
Gravijah said:
Spinner and the sky dragon (bad with names) are two of my favorite boss battles.

I liked the Sky City boss, but I didn't care for the dungeon itself. I'm currently playing the game again so that might be subject to change.
 
I think my least favorite dungeon is the uh... one where you have to direct the water. I overlooked something and ended up swimming around in the circular moat for a while trying to figure out what the hell I was supposed to do.
 
KeeSomething said:
I feel like people would laugh at the way this game looked if it weren't for it having "Zelda" in the title. Graphically speaking, this is not a good-looking game. It, at the very least, does not match the standard of Brawl, Mario Galaxy, and DKCR.

Of course, I'm going to get bashed for this, but I honestly don't understand how anyone could be impressed by the way this game looks. Faded colors, flat environments, and blocky, early-gen Gamecube era characters just don't appeal to me. What's even more annoying is how this game clearly reuses all TP's stiff Link animations.

I miss the days BEFORE Wind Waker, when Zelda wasn't about coming up with gimmicky artstyles for each game. I liked the way Wind Waker looked, but that was really the last time Zelda was the leader in the industry (as far as visuals go).

As mentioned, I'm going to get bashed for this post, but really, SS's graphics get enough praise as it is.

Seems more like you WANT to get flamed to me.

Also the whole "personality" crap found its wzy into this thread AGAIN.
 
This is what I wake up to :| just par for the course with Zelda threads though

Since we are talking abou what we want, I want to be able to complete dungeons in a non-linear order. Items aren't necessary to beat the dungeon, but they open up alternate rooms that possess hidden challenges and secret bosses
 
KeeSomething said:
Hmm... Not to come off as a know-it-all, but I go to an art school, and I haven't met anyone who is impressed by the way SS looks. Same with my non-art school friends. The only people I've met that are impressed with SS's visuals are the people who post here (and a small percent on Zelda Universe).

Can someone explain why they find it appealing? Not that you're going to change my mind (just like I can't change you mind and I don't want to), I'm just curious.

Oh cool were gonna throw the "I go to art school argument"? Because I can do that too. Using other peoples opinions to validate an argument is weak.

The art style for this looks really nice, the models are nice and exaggerated, easy to read, pleasant colors, good use of textures to hide the console limits. A lot of people here bitch because we,,, because its not a next-gen game and its harder to appreciate in a sense, but this game looks pretty gorgeous.
 
The game looks awesome, though I must admit, I might grow a bit tired with the OoT formula at one point. Will still play and enjoy this.

TP was fucking gorgeus too.
 
Raging Spaniard said:
Oh cool were gonna throw the "I go to art school argument"? Because I can do that too. Using other peoples opinions to validate an argument is weak.

The art style for this looks really nice, the models are nice and exaggerated, easy to read, pleasant colors, good use of textures to hide the console limits. A lot of people here bitch because we,,, because its not a next-gen game and its harder to appreciate in a sense, but this game looks pretty gorgeous.

what would you know about art mr >;(
 
zoukka said:
The game looks awesome, though I must admit, I might grow a bit tired with the OoT formula at one point. Will still play and enjoy this.

TP was fucking gorgeus too.


By OoT formula, you mean the Zelda formula, right?
Since they're all the same...


Also, how the fuck did this topic go from Zelda to bitching about DKCR? You guys suck.
 
Raging Spaniard said:
Oh cool were gonna throw the "I go to art school argument"
At least it's less ridiculous than "This game will be tedious, trust me. I have played Wii Sports Resort".
 
I think the valid criticism is that you know what to expect out of this game to a certain extent because of the platform is on. Old Zelda games had a sense of mystery to them because your train of thought might have been something like "omg I cant wait to see what this will be like on the N64" A big shift in technology tends to alter game design radically.

If Aonuma and co. had a very powerful system to make this game on like a 360 or PS3 specs then they would have to REALLY re-imagine Zelda because they would have a lot of freedom to make whatever game they wanted to make. With this game you know to an extent what youre getting because you know the Wii isnt going to allow for super beautiful completely seamless open world gameplay, nor a lot of enemies on screen, not reliable online ... things of that nature.

The biggest changes in Zelda history happened when the game changed platforms, since there arent a lot of differences between Gamecube and Wii, then the novelty has to come from different areas, like M+.
 
Raging Spaniard said:
I think the valid criticism is that you know what to expect out of this game to a certain extent because of the platform is on. Old Zelda games had a sense of mystery to them because your train of thought might have been something like "omg I cant wait to see what this will be like on the N64" A big shift in technology tends to alter game design radically.

If Aonuma and co. had a very powerful system to make this game on like a 360 or PS3 specs then they would have to REALLY re-imagine Zelda because they would have a lot of freedom to make whatever game they wanted to make. With this game you know to an extent what youre getting because you know the Wii isnt going to allow for super beautiful completely seamless open world gameplay, nor a lot of enemies on screen, not reliable online ... things of that nature.

The biggest changes in Zelda history happened when the game changed platforms, since there arent a lot of differences between Gamecube and Wii, then the novelty has to come from different areas, like M+.


Why can't the Wii allow for huge seemless over worlds? Xenoblade did.
Lots of enemies? Uh, how many are we talking here? This isn't Dead Rising. The Wii can allow for dozens of enemies, but that's hardly what Zelda is about.
Online.... the hell?

Honestly, the system itself isn't limiting, it's how they choose to design the game, which from all we know is going to be fairly different from TP an other 3D Zelda games.
 
Gravijah said:
my god, what has our schooling did

made the world a better place through animu!


also, I hope they bring back the Bomber's Notebook. and expand it to be an encyclopedia where you have to explore overworld. like intergrate the bug hunt, maybe some hidden locations and whatnot.
 
AceBandage said:
Why can't the Wii allow for huge seemless over worlds? Xenoblade did.
Lots of enemies? Uh, how many are we talking here? This isn't Dead Rising. The Wii can allow for dozens of enemies, but that's hardly what Zelda is about.
Online.... the hell?

Honestly, the system itself isn't limiting, it's how they choose to design the game, which from all we know is going to be fairly different from TP an other 3D Zelda games.

I cant speak for games I havent played (as much as I want to, lol). Plus, I didn't say it couldn't do seamless worlds, I said you cant do it with a certain level of graphical quality. Monster Hunter cant be seamless ebcause they put so much detail in each area, so they have to break them up.

The amount of enemies you can have on screen is a factor, in Ocarina you only had like, 2 or maybe 3 at a time and it was a negative. If Aonuma had the freedom of dropping 150 enemies on you, then he might do that to make a cool puzzle or gameplay dynamic, shit like that. With the system he works on, he just doesnt have the freedom to do that.

You could do interesting things with Online, but we all know the system isnt exactly easy to work with in that regard.

My main point is that much more powerful hardware does enable greater freedom when it comes to game design because you have less limitations, especially for a game like Zelda that tends to be about exploration.
 
Raging Spaniard said:
I cant speak for games I havent played (as much as I want to, lol). Plus, I didn't say it couldn't do seamless worlds, I said you cant do it with a certain level of graphical quality. Monster Hunter cant be seamless ebcause they put so much detail in each area, so they have to break them up.

The amount of enemies you can have on screen is a factor, in Ocarina you only had like, 2 or maybe 3 at a time and it was a negative. If Aonuma had the freedom of dropping 150 enemies on you, then he might do that to make a cool puzzle or gameplay dynamic, shit like that. With the system he works on, he just doesnt have the freedom to do that.

You could do interesting things with Online, but we all know the system isnt exactly easy to work with in that regard.

My main point is that much more powerful hardware does enable greater freedom when it comes to game design because you have less limitations, especially for a game like Zelda that tends to be about exploration.


I'm sorry, but this is Zelda, not Dynasty Warriors.
150 enemies and online are not really needed (or wanted) in a regular Zelda game.
 
AceBandage said:
I'm sorry, but this is Zelda, not Dynasty Warriors.
150 enemies and online are not really needed (or wanted) in a regular Zelda game.

Ugh, youre frustrating.

Thats an EXAMPLE.

Give Nintendo the freedom to come up with creative solutions, trust me, theyre better than you, me or Koei.
 
Raging Spaniard said:
I cant speak for games I havent played (as much as I want to, lol). Plus, I didn't say it couldn't do seamless worlds, I said you cant do it with a certain level of graphical quality. Monster Hunter cant be seamless ebcause they put so much detail in each area, so they have to break them up.

The amount of enemies you can have on screen is a factor, in Ocarina you only had like, 2 or maybe 3 at a time and it was a negative. If Aonuma had the freedom of dropping 150 enemies on you, then he might do that to make a cool puzzle or gameplay dynamic, shit like that. With the system he works on, he just doesnt have the freedom to do that.

You could do interesting things with Online, but we all know the system isnt exactly easy to work with in that regard.

My main point is that much more powerful hardware does enable greater freedom when it comes to game design because you have less limitations, especially for a game like Zelda that tends to be about exploration.
The series was done on the freaking gameboy for the love of god. There are many games that depend on power to fully realize their potential. Zelda isn't one of them. The reason why the series is so great is because they use actual creativity, not power, to make their games.
 
If they did 150 enemies at once they would have to pull out some Paper Mario style where you only fight a couple before something happens. No way I want to fight more than a dozen enemies at once in a Zelda game.
 
Amir0x said:
you know what why it gotta be horse battles?

Come on this is a videogame. I want dragon battles. Let's do this


Wait, you want to fight dragons, or fight upon dragons?

Man said:
Not at all. Why would you want this?
Or is this from the manual maybe?


Because it's been stated on every single page in this thread that the HUD shown there is for demonstration purposes only and you can turn it off.
 
Nintendo-4Life said:
The series was done on the freaking gameboy for the love of god. There are many games that depend on power to fully realize their potential. Zelda isn't one of them. The reason why the series is so great is because they use actual creativity, not power, to make their games.

Man, this must be what Amirox feels like ....

Yes you can make any Zelda game on whatever console, THATS NOT MY POINT. My point is, within hardware limits comes familiarity, with more powerful hardware you have more choices to make more meaningful innovation.

Super Nintendo: you had enough power to have more than one overworld
N64: you had enough power to reinvent the series in 3D
Gamecube: You had enough power to make a complete seamless word covered in water
Wii: Not a big enough difference in hardware, so there wasnt a big jump other than in gameplay

This doesn't connote quality, I never said it did ... but what Im trying to get at is that once Nintendo has (hopefully) much more powerful hardware to make games with, thats when you'll see Zelda games change significantly.
 
fight upon dragons. All swooping at villages and shit, jumping from dragon to dragon and playing my lute on the back of a dragon's horns.
 
Amir0x said:
fight upon dragons. All swooping at villages and shit, jumping from dragon to dragon and playing my lute on the back of a dragon's horns.

Maybe Factor 5 has secretly been working on that part of the game.
 
Raging Spaniard said:
Man, this must be what Amirox feels like ....

Yes you can make any Zelda game on whatever console, THATS NOT MY POINT. My point is, within hardware limits comes familiarity, with more powerful hardware you have more choices to make more meaningful innovation.

Super Nintendo: you had enough power to have more than one overworld
N64: you had enough power to reinvent the series in 3D
Gamecube: You had enough power to make a complete seamless word covered in water
Wii: Not a big enough difference in hardware, so there wasnt a big jump other than in gameplay

This doesn't connote quality, I never said it did ... but what Im trying to get at is that once Nintendo has (hopefully) much more powerful hardware to make games with, thats when you'll see Zelda games change significantly.


In what way, though?
There wasn't a significant change between OoT and WW. It was still Zelda. Hell, there wasn't even that significant of a change between LttP and OoT.
Zelda is Zelda. It plays like any other Zelda game.
More power isn't going to change that formula, and it really shouldn't, because there's no other game out there that does it like Zelda does.
 
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