PapaJustify
Member
"Less linear" and "open world"are 2 VERY diferent things
Yeah, and they should be understood as two different things. Reads "Open world, or at least less linear."
"Less linear" and "open world"are 2 VERY diferent things
This. Zelda is begging for orchestrated music since Ocarina of Time.
Scrap voice acting and spend that time and money on making the soundtrack fully orchestrated this time.
Some music tracks just don't need to be orchestrated. I think Skyward Sword struck the right balance as far as music goes.
Zelda has been fundamentally the same thing since NES days, it needs a makeover
Zelda has been fundamentally the same thing since NES days
Skyward Sword had pretty much the same balance between synth/orchestra as Super Mario Galaxy 1 and 2 did. No issues whatsoever.
Ironic that depending on how they handle dungeons (are they looking at stuff like Elder Scrolls, or are they specifically looking at older Zeldas?) this might be moving back towards LttP than the most recent games have. And this gives me hope that I can tackle things more like LttP or OoT, just finding equipment and items in a semi-open world as I want to find them, even if there's clear points I HAVE to have them for. It'd give legitimacy to the 3 initial dungeons - twist - next set of dungeons breakdown anyway, as locking you down to those first three initially serves as a warm up. Actually, I bet they could limit it to just two now: one in a small area you can't get out of, a second in a larger area you can move around, then 3 to 8 or whatever are only in a loose order you have to tackle, but it doesn't really matter so long as you get the right items.It's been fundamentally the same thing since A Link to the Past. The NES games were rather different.
I dunno. Part of me feels like the Galaxy games hit a better mark because it was "POPPY AND SPACE" and shit.
http://www.youtube.com/watch?v=Oaf2gUhy74o Stuff like this.
It just felt a bit jarring when you went from something really grandeur like The Sky theme and wound up in midi land Eldin Volcano.
Obviously you didn't play Skyward Sword:
https://www.youtube.com/watch?v=nRbROTdOgj0
There you go. Zelda got an orchestrated soundtrack two years ago dude.
Ironic that depending on how they handle dungeons (are they looking at stuff like Elder Scrolls, or are they specifically looking at older Zeldas?) this might be moving back towards LttP than the most recent games have. And this gives me hope that I can tackle things more like LttP or OoT, just finding equipment and items in a semi-open world as I want to find them, even if there's clear points I HAVE to have them for. It'd give legitimacy to the 3 initial dungeons - twist - next set of dungeons breakdown anyway, as locking you down to those first three initially serves as a warm up. Actually, I bet they could limit it to just two now: one in a small area you can't get out of, a second in a larger area you can move around, then 3 to 8 or whatever are only in a loose order you have to tackle, but it doesn't really matter so long as you get the right items.
Ironically, I think you'd have a better argument that Zelda ultimately veered away from the NES games from Majora's Mask or Wind Waker onward despite still being like LttP and OoT: if you directly compare something like TP or SS directly to Zelda 1 you'd find much less in common with it than LttP or OoT.
Here is your sword, you are on your own, sequence breaking
Best Zelda since LTTP
Yeah, and unless it can be guaranteed to be good I'd rather they keep doing just that.
Mainly because I don't agree with a single thing you've said.
I want to go to there.
This is interesting. How many other games pull this off?
The story of Zelda has never interested me, but in some way I was always absorbed. I guess now I know why.
Yeah, and they should be understood as two different things. Reads "Open world, or at least less linear."
Obviously you didn't play Skyward Sword:
https://www.youtube.com/watch?v=nRbROTdOgj0
There you go. Zelda got an orchestrated soundtrack two years ago dude.
I think open world is a given, has there been any Zelda that is not open world?
Nobody played Skyward Sword because it isn't internet cool to do that yet.
Ico, Shadow of the Colossus, Mario, most 16-bit platformers.
Then it's a happy accident from technical limitations, as has frequently happened. Somewhat ironic admittedly to talk about how technological restrictions gave us more open gameplay versus the inverse, but that's how it usually goes with games anyway.The idea that older Zeldas let you do whatever you wanted is false. Even with the first game the dungeons were numbered to let you know the correct order, and even though you could sequence break, you still needed items to access/complete certain dungeons. Increased linearity came from increased puzzle and item complexity. It's certainly a lot easier to be less linear when your puzzles consist mostly of finding a key, killing all of the enemies in a room, and pushing blocks.
NOTHING on the direct presentation points to "Open world". NOTHING.
I think open world is a given, has there been any Zelda that is not open world?
Well, 5 years between TP and SS. So, probably 2016.Wait 2015?!?
Well, 5 years between TP and SS. So, probably 2016.
Fuck it, Phantom Hourglass aside I've always been able to squeeze ENOUGH enjoyment out of the series even when I was disappointed with how a game turned out, so I'll stick until they somehow manage a streak of Phantom Hourglasses. And somehow the closest game (Spirit Tracks) managed to avoid that.Fool me once, shame on you...
I'm probably in the minority whom considers MM to be the best and my favorite Zelda. That is the most appealing direction the next Zelda can go in, in my opinion. Furthermore, I don't want a spiritual successor to MM, however, I would like to see a return of despair and imminent doom interlaced within the game world and its characters.
Skyward Sword made you feel extremely boxed in. You basically went from dungeon to dungeon with a boring sky overworld. Granted I'm not done with yet, but I have 35 hours in and I don't expect it to change.
Skyward Sword made you feel extremely boxed in. You basically went from dungeon to dungeon with a boring sky overworld. Granted I'm not done with yet, but I have 35 hours in and I don't expect it to change.
If the Zelda Wii U title manages to recreate a similar tone to MM, I would buy a WiiU for it. MM's atmosphere was so consistently brilliant and it always felt like you had a burden on yourself (literally in the form of the moon). I really need to play that again as well...
Well, 5 years between TP and SS. So, probably 2016.
You always had to do dungeons in a specific order unless I just needed to bail on a dungeon after getting the item, and even if that's possible the first two hold hostage stones that unlock more of the world for you (though keeping it more rail roaded at the beginning stages actually doesn't bother me, though needing those stones kind of does).You can probably blame this one yourself and listening to Fi, because you can go wherever you want to go at any time except some very specific places I won't spoil here.
am I the only one that mid game just decided to screw the mission and explore the sky?
Interestingly even the design for the outdoors areas CAN feel a lot like a platformer where they took away the jump button. It's almost like Skyward Sword is actually the real Super Mario 64 2.skyward sword is basically super mario galaxy as a zelda game. the world down below is essentially all dungeons surrounding smaller, more condensed dungeons. meanwhile, the actual overworld is really just a hubworld.
Then it's a happy accident from technical limitations, as has frequently happened. Somewhat ironic admittedly to talk about how technological restrictions gave us more open gameplay versus the inverse, but that's how it usually goes with games anyway.
At any rate, just because something was born out of necessity doesn't mean it NEEDS to be thrown out without the limitations there anymore, carrot cake for example hasn't exactly vanished despite the fact no one needs to use carrots in place of sugar in this day and age. Granted they'll also use sugar in that nowadays, but that's kind of the thing I think: look back to what was good from when you're forced under constraints, and augment that rather than discard it. I also honestly haven't really been as engaged with puzzle solving in Zelda like I have been with getting to explore the world and get stuff, especially as the smaller tighter focus makes it more fun than Elder Scrolls just throwing in a load of crap.
EDIT: Actually, I have to admit part of the fun IS being "naughty", taking a dungeon's item, then bailing and going to the next one without completing it.
It's true. And yeah, of course I did. But the truth is that when I wrote that post I didn't even remember. Maybe the Skyward Sword score isn't as epic as the previous Zelda titles, or maybe this is because it is a partially orchestrated soundtrack, I don't know, but after playing Skyward Sword there wasn't a song that I said "wow, I want that song in my iTunes library now!". In contrast, I can easily think of epic songs of Ocarina of Time, Twilight Princess and Wind Waker soundtracks (and I have the orchestrated versions of some of them which were made later).
And the feeling is the same with Mario Galaxy, I have half of the soundtrack in my iPod. What a work of art.
If the Zelda Wii U title manages to recreate a similar tone to MM, I would buy a WiiU for it. MM's atmosphere was so consistently brilliant and it always felt like you had a burden on yourself (literally in the form of the moon). I really need to play that again as well...
I hope the non-linear aspect implies that there will be more of an effort to create a "world" for Link to explore with real people ala Majora's Mask, not just having to do with dungeon order although that is certainly a plus.