Whiskeymatt
Member
I kinda hope they add voice acting, but not using any known language, instead making up their own "Hylian" language. That'd be pretty sweet.
Also Link should stay silent.
This is the way to go, just like in Team ICO games.
I kinda hope they add voice acting, but not using any known language, instead making up their own "Hylian" language. That'd be pretty sweet.
Also Link should stay silent.
This is the way to go, just like in Team ICO games.
When Twilight Princess came out, the biggest complaints were that the overworld was empty and items were hardly used outside of their dungeons. Skyward Sword addressed both complaints by blending the boundary between overworld and dungeon and making use of a variety of items in every dungeon, but complaints about the game are counter to what people wanted when they complained about TP. People want both spread-out item usage and non-linearity, which are at odds with each other.
The problem with TP was that there was no adventure, i.e. no wonder-inducing exploration. The mechanical part you're alluding to above is only a small part of that. More importantly, you visited all the same spots as in OoT, only less coherently designed and in a less well thought-out order. The only new thing was the Twilight realm (not counting a similar approach in LttP and even OoT), but that was mostly the same world only darker and quite restrictive.Of course they could do that, and that'd be fine. I'm not against having an interconnected world with gear gating. I'm specifically against the idea of not blocking off dungeons in any way, plot or gear gated. Making them doable in any order.
When Twilight Princess came out, the biggest complaints were that the overworld was empty and items were hardly used outside of their dungeons. Skyward Sword addressed both complaints by blending the boundary between overworld and dungeon and making use of a variety of items in every dungeon, but complaints about the game are counter to what people wanted when they complained about TP. People want both spread-out item usage and non-linearity, which are at odds with each other.
Suggestion from a previous thread:
"Just get rid of the puzzles please. Or make a puzzle zelda spinoff for puzzle fans and a action/rpg zelda for older Zelda fans."
I hope they don't read GAF too much
They pretty much already do. They use a fake language or mumbles, the just don't do it for every line. It wouldn't add much since you'd still just be reading text.
I do think it would be neat if Nintendo made it so that dunegons could be beaten in more than one way, depending on which items you have. If you have a certain item you could progress through a dungeon differently. That would be a million times more interesting than simply having another linear dungeon, and would probably feel more like a proper dungeon.
Suggestion from a previous thread:
"Just get rid of the puzzles please. Or make a puzzle zelda spinoff for puzzle fans and a action/rpg zelda for older Zelda fans."
I hope they don't read GAF too much
No one from Nintendo ever claimed anything in SS was going to be non-linear; though, Nintendo did say they were going back to the basics with that game. To be fair, SS is the biggest change the in gameplay engine we've seen since Ocarina of Time.isn't this what they said about skyward sword? lol
So... would this be like a 3D Four Swords game? Because that would be totally awesome.
i know most of us will end up disappointed and it'll be the same old shit just like every console zelda after alttp (except mm).
The problem with TP was that there was no adventure, i.e. no wonder-inducing exploration.
i know most of us will end up disappointed and it'll be the same old shit just like every console zelda after alttp (except mm).
For me, there was. I was surprised how much I missed.
I don't see how the handheld zeldas differ. If the console zeldas are the same, then the handheld ones are even moreso.
I only mentioned console because I've played them, my last handheld zelda was minish cap. Maybe they are better maybe they're worse, but I just don't know.For me, there was. I was surprised how much I missed.
I don't see how the handheld zeldas differ. If the console zeldas are the same, then the handheld ones are even moreso.
If the game is shorter then they intended then so be it. Don't put in any extra padding, especially padding that is timed based. I hated the tear collections in Skyward Sword. So much so that I gave up trying to do it myself and watched how to do it on YouTube and repeated what was shown. That was something in the past when I was younger would have caused me to stop playing the game and just walk away from it never to look back. It almost happen with Skyward Sword until I realized I was on the last one and just push myself through it. Forget Fi, forget repeating of items upon pick up, etc. That tear crap is something I really hated.
This stuff was in past games but I think Skyward Sword was my breaking point with it. Give me another dungeon. Give me more boss battles. Make me revisit past locations to get things if they insist on making the game longer. I'm fine with that as I know what a worse alternative could be now. Just no more timed based collecting. It's why I will never replay The Legend of Zelda: Skyward Sword even though I loved everything else about it. I'm in the last dungeon now as I needed a break getting to it. So once I'm finally done it's going on the shelf to sadly never be played again.
If they address that and understand that not everyone playing Zelda will be playing for the first time so there should be an option that accounts for that I'll might be okay or even happy with whatever they do. I have faith they can change things up. I just hope nothing like they talked about above happens.
Being able to do dungeons in any order isn't going to automatically make it a good game.
Hand held Zeldas were amazing when they stuck to the ALttP formula. LA, OoS and OoA are some of the best Zelda games. But Handheld Zelda doesn't really follow that formula anymore. Excluding Minish Cap, the others are Four Swords, which is a level-based multiplayer, and the two DS ones, which are out in left field. And strictly speaking, the DS ones are closer to Minish Cap, I guess, since all 3 do the "Four Elemental dungeons and a final" thing, but Minish Cap doesn't have a central dungeon to which you repeatedly return.
Well, people thought Skyward Sword was the same old shit, so at this point I'm beginning to think Zelda could be made a first person space marine shooter and as long as Link wears a green tunic and collects rupees people will think it's the same old shit.
When Twilight Princess came out, the biggest complaints were that the overworld was empty and items were hardly used outside of their dungeons. Skyward Sword addressed both complaints by blending the boundary between overworld and dungeon and making use of a variety of items in every dungeon, but complaints about the game are counter to what people wanted when they complained about TP. People want both spread-out item usage and non-linearity, which are at odds with each other.
Honestly, I didn't really love the overworld/dungeon blend in SS.
The distinction between the two gave previous 3D Zeldas some breathing room and moments of exploration/quiet reflection, instead of constant puzzling. The combination sort of damaged that feeling when you entered a dungeon, because the entire game had turned into one.
Not to mention, it really killed the immersiveness of the world, by making it all very... video-gamey.
(I still liked SS though.)
Suggestion from a previous thread:
"Just get rid of the puzzles please. Or make a puzzle zelda spinoff for puzzle fans and a action/rpg zelda for older Zelda fans."
I hope they don't read GAF too much
I still play the original Zelda from time to time. Its still as good as it was back then. Just walking around exploring, finding secrets and dungeons is something I am missing in many of the modern Zelda's. If they go back to that kind of gameplay, this will be the best Zelda ever made.
It's not about how amazing they are, it's about that they are basically the same. People are always mentioning console games when saying that the Zelda series is stale, but seem to forgive the handheld games despite being also as stale as the console ones. Just having a central dungeon you always return to doesn't shake up the formula considerably.
Man legend of zelda is a tough game to make because there is no pleasing the fan base, and in my opinion the standards are set way too high. I would just like Nintendo to juat make what they want to make. Like i said, regardless of what comes out there is going to be angry fans anyways.
In terms of modernizing the series, i think that is fine so long as it still has that distinct feel to it. If i want to play skyrim, ill play skyrim. Implementing smalll ideas from other games is fine.
Never was fond of playing multiplayer (i guess because i have so many multiplayer games and experience both locally and online) but as long as it has nothing drastic to do with the main game im fine.
Ultimately i don't have too high standards, i enjoyed skyward sword and every other zelda for what it was, so i just want nintendo to keep doing what they do.
sorry in advance for spelling/grammar on phone