Top 5 things you want in Zelda WiiU

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nintendo2200

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#51 nintendo2200
Member since 2009 • 373 Posts

Well, whatever Nintendo come up with, it'll be awesomely epic for sure.

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Sepewrath

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#52 Sepewrath
Member since 2005 • 30706 Posts

I don't like the touch controls either. I like them for drawing on the map and such, but not controlling link. With that said, I don't want Zelda to be top down on the WiiU, though I would be interested in seeing a fully 3D top down Zelda (maybe on the 3DS) that has more of a Diablo feel. I do not mean it is a loot driven RPG, but the controls and feel would be more like a typical 3D game, though overhead. Could be interesting.

NaveedLife
I think there is a good chance Zelda on the 3DS will be top down, its unlikely on the Wii U. When it comes to the touch screen controls, it was the best way to allow Link to move in 8 directions on the DS, since it doesn't have an analog stick. That is no longer an issue on the 3DS, so I don't expect to see anymore touch controls for movement, combat? Its a possibility.
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GreekGameManiac

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#53 GreekGameManiac
Member since 2010 • 6439 Posts

1.INNOVATION!!!! in story & gameplay.just...take inspiration from myths,religion,books,and other videogames(God of War,PoP,Castlevania)

2.Uh...Ganondorf to return(duh)

3.Length.

4.Awesome set pieces,and a mix between streamlined gameplay for story events & open world for sidequests and stuff.

5.maturity...

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BrunoBRS

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#54 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="1oh1nine1"]

[QUOTE="BrunoBRS"]the DS games aren't spinoffs, and in fact spirit tracks is in my top 5. maybe you don't like your idea as much as you thought?NaveedLife

Well, perhaps spinoff was the wrong term. Direct sequel, then? Also, I said I didn't like the stylus-only controls. I'd rather use D-pad/stick and buttons for my top-down games. Anyway, the perspective is just one of the things I'm looking for in the WiiU Zelda.

I don't like the touch controls either. I like them for drawing on the map and such, but not controlling link. With that said, I don't want Zelda to be top down on the WiiU, though I would be interested in seeing a fully 3D top down Zelda (maybe on the 3DS) that has more of a Diablo feel. I do not mean it is a loot driven RPG, but the controls and feel would be more like a typical 3D game, though overhead. Could be interesting.

wouldn't that mean keeping the stylus controls? :/
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NaveedLife

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#55 NaveedLife
Member since 2010 • 17179 Posts

[QUOTE="NaveedLife"]

[QUOTE="1oh1nine1"]

Well, perhaps spinoff was the wrong term. Direct sequel, then? Also, I said I didn't like the stylus-only controls. I'd rather use D-pad/stick and buttons for my top-down games. Anyway, the perspective is just one of the things I'm looking for in the WiiU Zelda.

BrunoBRS

I don't like the touch controls either. I like them for drawing on the map and such, but not controlling link. With that said, I don't want Zelda to be top down on the WiiU, though I would be interested in seeing a fully 3D top down Zelda (maybe on the 3DS) that has more of a Diablo feel. I do not mean it is a loot driven RPG, but the controls and feel would be more like a typical 3D game, though overhead. Could be interesting.

wouldn't that mean keeping the stylus controls? :/

....why? I am not saying it works just like Diablo where you point and click. I guess I just mean a more complex and graphically enhanced overhead Zelda. Like using The TP engine in an overhead Diablo like view, using the slider to move around. Maybe giving a more enhanced combat scheme.

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BrunoBRS

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#56 BrunoBRS
Member since 2005 • 74156 Posts

1.INNOVATION!!!! in story & gameplay.just...take inspiration from myths,religion,books,and other videogames(God of War,PoP,Castlevania)

2.Uh...Ganondorf to return(duh)

3.Length.

4.Awesome set pieces,and a mix between streamlined gameplay for story events & open world for sidequests and stuff.

5.maturity...

GreekGameManiac
1- i can see where you're coming from with PoP and castlevania (though i'd say they're zelda lites in terms of the elements that would suit zelda), but god of war? really? why do people keep bringing a dumbed down hack and slash into zelda threads? 4- setpieces? streamlined gameplay? what? i mean... are you serious? 5- you ask them to draw inspiration from god of war, then ask for maturity? i don't... i mean... i... wow. just... wow.
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BrunoBRS

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#57 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"][QUOTE="NaveedLife"]

I don't like the touch controls either. I like them for drawing on the map and such, but not controlling link. With that said, I don't want Zelda to be top down on the WiiU, though I would be interested in seeing a fully 3D top down Zelda (maybe on the 3DS) that has more of a Diablo feel. I do not mean it is a loot driven RPG, but the controls and feel would be more like a typical 3D game, though overhead. Could be interesting.

NaveedLife

wouldn't that mean keeping the stylus controls? :/

....why? I am not saying it works just like Diablo where you point and click. I guess I just mean a more complex and graphically enhanced overhead Zelda. Like using The TP engine in an overhead Diablo like view, using the slider to move around. Maybe giving a more enhanced combat scheme.

oh, that's what you mean. then say look like diablo, rather than feel like diablo :P don't think diablo's tilted box would work very well though. i'd prefer the way the other zelda games handle top down camera.
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LaytonsCat

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#58 LaytonsCat
Member since 2010 • 3652 Posts

Majora's Mask quests/story + WindWakers charm + Skyrim = Game of the Universe

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Sepewrath

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#59 Sepewrath
Member since 2005 • 30706 Posts

Majora's Mask quests/story + WindWakers charm + Skyrim = Game of the Universe

LaytonsCat
Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache.
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LaytonsCat

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#60 LaytonsCat
Member since 2010 • 3652 Posts

[QUOTE="LaytonsCat"]

Majora's Mask quests/story + WindWakers charm + Skyrim = Game of the Universe

Sepewrath

Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache.

Ok a world like Skyrim and the Stormcloak/Imperial quest as a storyish base. In a world filled with characters reminiscent of Termina

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#61 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="Sepewrath"][QUOTE="LaytonsCat"]

Majora's Mask quests/story + WindWakers charm + Skyrim = Game of the Universe

LaytonsCat

Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache.

Ok a world like Skyrim and the Stormcloak/Imperial quest as a storyish base. In a world filled with characters reminiscent of Termina

you see, the thing about skyrim is that they made that world huge, but it's also extremely empty by comparison. you can't get that kind of size and density together as easily as you'd think.
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Sepewrath

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#62 Sepewrath
Member since 2005 • 30706 Posts
^Pretty much. Like I mentioned Arkham City before, Rocksteady said plenty of times, that they wanted the most detailed open world game ever, not the biggest. Size comes at the cost of detail, its just not possible without some kind of AI that auto fills the world--to fill huge expanses of space with content. It takes one hell of a balancing act to realize what the cutoff point is on the world expansion, where you can actually make it detailed too.
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umcommon

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#63 umcommon
Member since 2007 • 2503 Posts

[QUOTE="Sepewrath"][QUOTE="LaytonsCat"]

Majora's Mask quests/story + WindWakers charm + Skyrim = Game of the Universe

LaytonsCat

Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache.

Ok a world like Skyrim and the Stormcloak/Imperial quest as a storyish base. In a world filled with characters reminiscent of Termina

I know many people would bash me for it... but it would be nice if the Zelda team took at least some pointers from Skyrim, especially with options and scale (ok maybe not too over the top), and visual design. A combo of Skyrim and Twilight Princes visual design with more up to date graphic tech would look sweet.
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1oh1nine1

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#64 1oh1nine1
Member since 2007 • 779 Posts

[QUOTE="LaytonsCat"]

[QUOTE="Sepewrath"] Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache. umcommon

Ok a world like Skyrim and the Stormcloak/Imperial quest as a storyish base. In a world filled with characters reminiscent of Termina

I know many people would bash me for it... but it would be nice if the Zelda team took at least some pointers from Skyrim, especially with options and scale (ok maybe not too over the top), and visual design. A combo of Skyrim and Twilight Princes visual design with more up to date graphic tech would look sweet.

Bleh. That would have zero charm.

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BrunoBRS

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#65 BrunoBRS
Member since 2005 • 74156 Posts
[QUOTE="LaytonsCat"]

[QUOTE="Sepewrath"] Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache. umcommon

Ok a world like Skyrim and the Stormcloak/Imperial quest as a storyish base. In a world filled with characters reminiscent of Termina

I know many people would bash me for it... but it would be nice if the Zelda team took at least some pointers from Skyrim, especially with options and scale (ok maybe not too over the top), and visual design. A combo of Skyrim and Twilight Princes visual design with more up to date graphic tech would look sweet.

skyrim's visual design sucks, the only scale is in the distance between things (skyrim's dragons are particularly puny and small and generic-looking), and i have no idea what you mean by options.
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GreekGameManiac

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#66 GreekGameManiac
Member since 2010 • 6439 Posts

setpieces? streamlined gameplay? what? i mean... are you serious? BrunoBRS

Why not?

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meetroid8

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#67 meetroid8
Member since 2005 • 21152 Posts
[QUOTE="umcommon"][QUOTE="LaytonsCat"]

Ok a world like Skyrim and the Stormcloak/Imperial quest as a storyish base. In a world filled with characters reminiscent of Termina

BrunoBRS
I know many people would bash me for it... but it would be nice if the Zelda team took at least some pointers from Skyrim, especially with options and scale (ok maybe not too over the top), and visual design. A combo of Skyrim and Twilight Princes visual design with more up to date graphic tech would look sweet.

skyrim's visual design sucks, the only scale is in the distance between things (skyrim's dragons are particularly puny and small and generic-looking), and i have no idea what you mean by options.

Options for classes, play styles, weapons, magic, equipment, quests, and storylines? Though I'm not sure how well most of that would fit in a Zelda game, the pouch system from SS and the equipment system from OoT could both stand for an upgrade.
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#68 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"]setpieces? streamlined gameplay? what? i mean... are you serious? GreekGameManiac

Why not?

because setpieces are stupid and should go away. the way you described it, it seems you want zeldacharted, and the last thing i want is any game being influenced by uncharted, much less zelda.
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#69 BrunoBRS
Member since 2005 • 74156 Posts
[QUOTE="meetroid8"][QUOTE="BrunoBRS"][QUOTE="umcommon"] I know many people would bash me for it... but it would be nice if the Zelda team took at least some pointers from Skyrim, especially with options and scale (ok maybe not too over the top), and visual design. A combo of Skyrim and Twilight Princes visual design with more up to date graphic tech would look sweet.

skyrim's visual design sucks, the only scale is in the distance between things (skyrim's dragons are particularly puny and small and generic-looking), and i have no idea what you mean by options.

Options for classes, play styles, weapons, magic, equipment, quests, and storylines? Though I'm not sure how well most of that would fit in a Zelda game, the pouch system from SS and the equipment system from OoT could both stand for an upgrade.

only "options" i can see zelda benefitting from is a deus ex-ish approach to dungeons, with multiple ways of going through the same area, or solving the same puzzle.
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GreekGameManiac

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#70 GreekGameManiac
Member since 2010 • 6439 Posts

because setpieces are stupid and should go away. the way you described it, it seems you want zeldacharted, and the last thing i want is any game being influenced by uncharted, much less zelda.BrunoBRS

Depends on how they realise the idea on the game.

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BrunoBRS

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#71 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"]because setpieces are stupid and should go away. the way you described it, it seems you want zeldacharted, and the last thing i want is any game being influenced by uncharted, much less zelda.GreekGameManiac

Depends on how they realise the idea on the game.

it doesn't depend on anything. setpieces, by definition, are moviefying a game. zelda is one of the few games around with no moviefying, and i'd rather it stay that way, while the rest of the industry doesn't realize their stupidity.
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GreekGameManiac

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#72 GreekGameManiac
Member since 2010 • 6439 Posts

it doesn't depend on anything. setpieces, by definition, are moviefying a game. zelda is one of the few games around with no moviefying, and i'd rather it stay that way, while the rest of the industry doesn't realize their stupidity.BrunoBRS

They could make it work.

But Zelda does need innovation,there's nothing too fresh in SS...

Just motion controls,and shortened,super easy dungeons with the overall difficulty pretty much watered down for casuals(search for the Miyamoto interview on it).

SS was just an enjoyable game cause of the pacing.

That's it.

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Sepewrath

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#73 Sepewrath
Member since 2005 • 30706 Posts

Options for classes, play styles, weapons, magic, equipment, quests, and storylines? Though I'm not sure how well most of that would fit in a Zelda game, the pouch system from SS and the equipment system from OoT could both stand for an upgrade.meetroid8


Perhaps you should stick to Skyrim lol. Zelda cant be Zelda and then try and add all that; trying to be everything, it would end up being nothing but a mish mash of undeveloped ideas. There's a reason Skyrim doesn't try to have Devil May Cry like combat, Zelda like puzzles and a Mass Effect like story/characterization. You cant do everything, especially when what you do takes a lot of design work.

And it's funny you mention magic, because I constantly hear people talk about how they want magic back in the series, I never understand why. You can get the exact same mechanics, just without the magic meter, here's an example. Lets compare OoT which had magic to TP, which didn't. Naryu's Love=Magic Armor, exact same thing. Farore's Wind=Ooocoo and Din's Fire=Lantern. You can get the exact same thing, minus the magic meter. You could even get items that do essentially what the medallions and magic cape did it in ALTTP without magic. So there really is no difference. As far as "options" goes, I think the best you can hope for, is more things like the side quest from SS where you could end it in one of two ways.

When it comes to the talk of set pieces, I have no particular problem with them, but they aren't what Zelda needs. Zelda is high action enough without them. And people should stop throwing around the word innovation, like it grows on trees. You cant innovate simply because you want to, it has to be a natural extension of what your doing, so no one can set out to innovate.

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meetroid8

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#74 meetroid8
Member since 2005 • 21152 Posts

Zelda does need innovation,there's nothing too fresh in SS..

GreekGameManiac
>.>

[QUOTE="meetroid8"]Options for classes, play styles, weapons, magic, equipment, quests, and storylines? Though I'm not sure how well most of that would fit in a Zelda game, the pouch system from SS and the equipment system from OoT could both stand for an upgrade.Sepewrath



Perhaps you should stick to Skyrim lol. Zelda cant be Zelda and then try and add all that; trying to be everything, it would end up being nothing but a mish mash of undeveloped ideas. There's a reason Skyrim doesn't try to have Devil May Cry like combat, Zelda like puzzles and a Mass Effect like story/characterization. You cant do everything, especially when what you do takes a lot of design work.

And it's funny you mention magic, because I constantly hear people talk about how they want magic back in the series, I never understand why. You can get the exact same mechanics, just without the magic meter, here's an example. Lets compare OoT which had magic to TP, which didn't. Naryu's Love=Magic Armor, exact same thing. Farore's Wind=Ooocoo and Din's Fire=Lantern. You can get the exact same thing, minus the magic meter. You could even get items that do essentially what the medallions and magic cape did it in ALTTP without magic. So there really is no difference. As far as "options" goes, I think the best you can hope for, is more things like the side quest from SS where you could end it in one of two ways.

When it comes to the talk of set pieces, I have no particular problem with them, but they aren't what Zelda needs. Zelda is high action enough without them.

Zelda could benefit from some more action rpg elements. They shouldn't try to do everything at once like Skyrim, but little changes like the new pouch system are pushing it in the right direction. Expanding on the loot and equipment management couldn't hurt anything. Magic is so open ended, the developers could do anything they wanted with it. The magic meter doesn't necessarily need to make a return, but I wouldn't mind shooting fire balls or levitating objects. new powers could work the same as new items. Or not, it's just an idea. And Zelda does have set pieces, look at the end of the Sand Ship in SS. Difference between it and Uncharted is that Zelda doesn't make them the center of the gameplay.
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GreekGameManiac

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#75 GreekGameManiac
Member since 2010 • 6439 Posts

>.> meetroid8

Lol would you care to elaborate?

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umcommon

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#76 umcommon
Member since 2007 • 2503 Posts

i have no idea what you mean by options.BrunoBRS
Ok... variety, you can't tell me Skyrim lacks that, there was never a lack of things to do in Skyrim. I'm not saying copy Skyrim by any means, but rather take infuences from the things that worked and made it so addicting to play. For whatever reason it seems that people like to hate on the game... but I don't think anyone can deny the amount of ambition put forth towards the game.

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#77 NaveedLife
Member since 2010 • 17179 Posts

[QUOTE="LaytonsCat"]

Majora's Mask quests/story + WindWakers charm + Skyrim = Game of the Universe

Sepewrath

Pass, that's not as good of a mix as you think. That is sort of Xenoblade, the quest system of MM and the expanse of Skyrim, equals one giant headache.

Not a fan of Xenoblade? I am liking it more and more. It is definitely not perfect, and I will hold off on reviewing it until I beat it, but they do a lot of things very well. While the world could use a bit more in it at times (not that it isn't graphically detailed IT IS! :P), it is a pretty nice world. It has far better visual design than most of Skyward Sword. At least that is my opinion. There are areas that are utterly jaw dropping. Usually Zelda does that for me, but Skyward Sword really didn't.

Anyway, my mix (if I had to make a Zelda zombie from past Zelda games) would be something like:

MM sidequest system/dayly cycles and such + OoT's environments/pacing/presentation + TP and WW size/but more dense with things to do than TP

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meetroid8

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#78 meetroid8
Member since 2005 • 21152 Posts

[QUOTE="meetroid8"]>.> GreekGameManiac

Lol would you care to elaborate?

Very little of SS is recycled from other games, it's almost completely fresh.
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#79 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"]i have no idea what you mean by options.umcommon

Ok... variety, you can't tell me Skyrim lacks that, there was never a lack of things to do in Skyrim. I'm not saying copy Skyrim by any means, but rather take infuences from the things that worked and made it so addicting to play. For whatever reason it seems that people like to hate on the game... but I don't think anyone can deny the amount of ambition put forth towards the game.

actually, i CAN say skyrim has a lack of things to do. you see, the problem with having a billion quests to design is that you just end up with the same quest a billion times. and that's a chore, especially when they lack any impact. quality over quantity. skyrim aimed for the latter, and disappointed those who went in looking for the former.
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#80 Sepewrath
Member since 2005 • 30706 Posts
[QUOTE="meetroid8"] Zelda could benefit from some more action rpg elements. They shouldn't try to do everything at once like Skyrim, but little changes like the new pouch system are pushing it in the right direction. Expanding on the loot and equipment management couldn't hurt anything. Magic is so open ended, the developers could do anything they wanted with it. The magic meter doesn't necessarily need to make a return, but I wouldn't mind shooting fire balls or levitating objects. new powers could work the same as new items. Or not, it's just an idea. And Zelda does have set pieces, look at the end of the Sand Ship in SS. Difference between it and Uncharted is that Zelda doesn't make them the center of the gameplay.

I figure someone would say that about the Sandship, but that's not really a set piece. A set piece is the focus of the scene, like the boat flipping in Uncharted. What your talking about in SS was just something meant to funnel you forward, not to be the defining feature of the scene. And I did enjoy the pouch system, but I think what they did is about as far as it needs to go. Shooting fireballs=Fire Arrows.

Not a fan of Xenoblade? I am liking it more and more. It is definitely not perfect, and I will hold off on reviewing it until I beat it, but they do a lot of things very well. While the world could use a bit more in it at times (not that it isn't graphically detailed IT IS! :P), it is a pretty nice world. It has far better visual design than most of Skyward Sword. At least that is my opinion. There are areas that are utterly jaw dropping. Usually Zelda does that for me, but Skyward Sword really didn't.

Anyway, my mix (if I had to make a Zelda zombie from past Zelda games) would be something like:

MM sidequest system/dayly cycles and such + OoT's environments/pacing/presentation + TP and WW size/but more dense with things to do than TP

NaveedLife
No I actually like the game. But I don't ignore the problems it has like the media has done. It has a ton of UI issues, particularly associated with the side quest and while the world design is visually impressive(Satorl Marsh at night is spectacular) its gameplay design is lacking. SS has it beat by a country mile in that regard, also there are some visually very appealing spots in SS. Like I say that last ride through Lanaryu Mines is as appealing as Satorl Marsh. Anyway Its way bigger than TP's world, with far less to do in it, unless you consider just fighting enemies and picking up orbs something to do. Also TP had better pacing and presentation than OoT. Pacing is arguable depending on what you like to get out of stories(OoT was more straightforward) but presentation is a no contest. Also the environments were better, few places in OoT can match up to the fishing hole with the cherry blossoms in season.
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NaveedLife

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#81 NaveedLife
Member since 2010 • 17179 Posts

[QUOTE="meetroid8"] Zelda could benefit from some more action rpg elements. They shouldn't try to do everything at once like Skyrim, but little changes like the new pouch system are pushing it in the right direction. Expanding on the loot and equipment management couldn't hurt anything. Magic is so open ended, the developers could do anything they wanted with it. The magic meter doesn't necessarily need to make a return, but I wouldn't mind shooting fire balls or levitating objects. new powers could work the same as new items. Or not, it's just an idea. And Zelda does have set pieces, look at the end of the Sand Ship in SS. Difference between it and Uncharted is that Zelda doesn't make them the center of the gameplay.Sepewrath
I figure someone would say that about the Sandship, but that's not really a set piece. A set piece is the focus of the scene, like the boat flipping in Uncharted. What your talking about in SS was just something meant to funnel you forward, not to be the defining feature of the scene. And I did enjoy the pouch system, but I think what they did is about as far as it needs to go. Shooting fireballs=Fire Arrows.

Not a fan of Xenoblade? I am liking it more and more. It is definitely not perfect, and I will hold off on reviewing it until I beat it, but they do a lot of things very well. While the world could use a bit more in it at times (not that it isn't graphically detailed IT IS! :P), it is a pretty nice world. It has far better visual design than most of Skyward Sword. At least that is my opinion. There are areas that are utterly jaw dropping. Usually Zelda does that for me, but Skyward Sword really didn't.

Anyway, my mix (if I had to make a Zelda zombie from past Zelda games) would be something like:

MM sidequest system/dayly cycles and such + OoT's environments/pacing/presentation + TP and WW size/but more dense with things to do than TP

NaveedLife

No I actually like the game. But I don't ignore the problems it has like the media has done. It has a ton of UI issues, particularly associated with the side quest and while the world design is visually impressive(Satorl Marsh at night is spectacular) its gameplay design is lacking. SS has it beat by a country mile in that regard, also there are some visually very appealing spots in SS. Like I say that last ride through Lanaryu Mines is as appealing as Satorl Marsh. Anyway Its way bigger than TP's world, with far less to do in it, unless you consider just fighting enemies and picking up orbs something to do. Also TP had better pacing and presentation than OoT. Pacing is arguable depending on what you like to get out of stories(OoT was more straightforward) but presentation is a no contest. Also the environments were better, few places in OoT can match up to the fishing hole with the cherry blossoms in season.

I might agree with parts of TP's presentation and such. I need to replay the game again. I just started it up the other day but have not picked it up since cause I was busy and now play Xenoblade, which I agree has UI issues and such, though is great in many aspects. I still think OoT has the best pacing though. If I recall TP had some annoyingly long parts that were kinda drab, but again its been awhile. As for environments, I think TP does some stuff really well, but Kakariko village and well any other village was very dissapointing. The goron place is downright tiny with nothing to do. I think OOT had much better towns, which contributes to the overall feel of the game, since it is the seperation between wilderness.

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Sepewrath

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#82 Sepewrath
Member since 2005 • 30706 Posts
Well Kakariko in TP was suppose to be a dilapidated town, heading in the direction of ghost town. It had a purpose within the universe, so of course it wasn't like Kakariko from previous games. I agree there is nothing to do in the Goron spot, but that's been the case since OoT, at least you got to do some sumo lol. And Zora's domain was way better in TP than in OoT. I liked that they tried to blend the towns more with nature, its not like its NYC, they have a kingdom in what should probably be the middle of a forest, without a bunch of technology to keep it at bay. I actually hope they don't go back to the invisible line, that treats the towns like its in a different world. The only game where that really fit, was Wind Waker.
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BrunoBRS

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#83 BrunoBRS
Member since 2005 • 74156 Posts
Well Kakariko in TP was suppose to be a dilapidated town, heading in the direction of ghost town. It had a purpose within the universe, so of course it wasn't like Kakariko from previous games. I agree there is nothing to do in the Goron spot, but that's been the case since OoT, at least you got to do some sumo lol. And Zora's domain was way better in TP than in OoT. I liked that they tried to blend the towns more with nature, its not like its NYC, they have a kingdom in what should probably be the middle of a forest, without a bunch of technology to keep it at bay. I actually hope they don't go back to the invisible line, that treats the towns like its in a different world. The only game where that really fit, was Wind Waker. Sepewrath
and skyward sword lol.
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GreekGameManiac

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#84 GreekGameManiac
Member since 2010 • 6439 Posts

@meetroid

Really?

Cause it plays like a console version of Phantom Hourglass!

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Sepewrath

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#85 Sepewrath
Member since 2005 • 30706 Posts
[QUOTE="BrunoBRS"] and skyward sword lol.

Right and Skyward Sword, but that line wasn't invisible lol.
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meetroid8

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#86 meetroid8
Member since 2005 • 21152 Posts

@meetroid

Really?

Cause it plays like a console version of Phantom Hourglass!

GreekGameManiac

How so?
I figure someone would say that about the Sandship, but that's not really a set piece. A set piece is the focus of the scene, like the boat flipping in Uncharted. What your talking about in SS was just something meant to funnel you forward, not to be the defining feature of the scene. And I did enjoy the pouch system, but I think what they did is about as far as it needs to go. Shooting fireballs=Fire Arrows. Sepewrath
I'm not seeing the difference, the ship being torn apart and filling with water seemed to be the focus of the scene to me. They could have just stuck the boss behind a locked door just like with every dungeon if they wanted, there wasn't any need to funnel the player anywhere. And fire arrows should be brought back too.

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GreekGameManiac

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#87 GreekGameManiac
Member since 2010 • 6439 Posts

How so?meetroid8

Because it's watered down for casuals and dungeons are super short and pathetic??

Look,about the innovations,maybe i exaggerated,but Zelda has a loooong way to go.

:/ don't tell me SS is wow so innovative!

Ok,Link can sprint and gameplay is more streamlined,which helps the pacing.

So?

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meetroid8

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#88 meetroid8
Member since 2005 • 21152 Posts
It isn't innovative, it doesn't break from the mold in any meaningful way, but it also isn't a rehash. It can be fresh without reinventing the wheel. SS isn't any easier than any of the previous 3D Zelda titles, minus Majora's Mask. Actually, it's somewhat more difficult thanks to the new combat.
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GreekGameManiac

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#89 GreekGameManiac
Member since 2010 • 6439 Posts

It isn't innovative, it doesn't break from the mold in any meaningful way, but it also isn't a rehash. It can be fresh without reinventing the wheel. SS isn't any easier than any of the previous 3D Zelda titles, minus Majora's Mask. Actually, it's somewhat more difficult thanks to the new combat. meetroid8

Yes except the part where you say it's more difficult.

Other than Lizalfos,i can't think of a difficult battle.

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Sepewrath

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#90 Sepewrath
Member since 2005 • 30706 Posts

I'm not seeing the difference, the ship being torn apart and filling with water seemed to be the focus of the scene to me. They could have just stuck the boss behind a locked door just like with every dungeon if they wanted, there wasn't any need to funnel the player anywhere. And fire arrows should be brought back too.

meetroid8


By your definition, what isn't a set piece? The sun rising and setting would be a set piece. My guess would be, the needed to funnel the player simply due to the boss size, the battle had to happen outside. Let me give you an example of a set piece, lets say Link was walking down Death Mountain and then there was an rock slide, Link is sliding down the mountain, dodging debris and rubble and finally sticks his sword in the ground, to keep himself from falling over an edge.

You have limited interaction with the gameplay segment, your view is generally locked into a specific place and moment is all about that action. The situation your talking about would have been a set piece, if the water was chasing you and it became the driving force of the section. But as you went up, the water just stopped, you could swim in it and nothing happened lol. It wasn't the driving force of the scene, it didn't limit the player interaction, it was just there. No different than the sun setting and causing the night monsters to come out.

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meetroid8

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#91 meetroid8
Member since 2005 • 21152 Posts

[QUOTE="meetroid8"]

I'm not seeing the difference, the ship being torn apart and filling with water seemed to be the focus of the scene to me. They could have just stuck the boss behind a locked door just like with every dungeon if they wanted, there wasn't any need to funnel the player anywhere. And fire arrows should be brought back too.

Sepewrath



You have limited interaction with the gameplay segment, and moment is all about that action.

That's a set piece, little to no control over the situation by the player, focusing on some cinematic effect. The beginning of Bioshock is one big set piece, with the water pouring in and the plane crash, being forced along a set path with no real control over the action. You could hang out in the rushing water there too and nothing would happen, doesn't change anything.

Yes except the part where you say it's more difficult.

Other than Lizalfos,i can't think of a difficult battle.

GreekGameManiac

There weren't any, but it was still more difficult than the "press b to win" approach of every other game.

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lightleggy

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#92 lightleggy
Member since 2008 • 16090 Posts
I just hope they decide to give us more towns, with enough population in each. not the usual kakariko, with only 6 or 7 NPCs and castle town.
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chocolate1325

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#93 chocolate1325
Member since 2006 • 33007 Posts

This is a tough one

Voice Acting is a must bar Link who must always remain a mute

I'd like to see the Magic Meter return it's not since Wind Waker has it been used in a Zelda game.

Some sort of connection to another game say maybe how Hyrule got flooded

More Sidequests like in Majoras Mask

A Master Quest,Hero Mode or 2nd Quest like difficulty after you have beaten the game.

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lightleggy

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#94 lightleggy
Member since 2008 • 16090 Posts
a more ellaborated post from my part: Make the game world feel vivid, not only 2 towns with a minimum number of NPCs (or like in TP: a huge number of NPCs just walking in circles doing nothing and only like 4 models) make random events in the fields, and a faster way to move. more sidequests, that dont involve only fetching items, and a proper questlog no tedious slow actions like in WW, make it like in SS. Animations in WW took sooooo long, like for example, everytime you were in the sea, if you had to change direction you would need to take out the wind waker, play the song and watch an animation then select the direction and play the animation again. the whole process took like 30 seconds, it was so boring to do it, and the whole game was crawling with those animations or sections where if you made a minor mistake you'd have to walk (or swim) in a very slow way back to the beginning of the room and start over. the game had so many ways to make you lose time.
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NaveedLife

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#95 NaveedLife
Member since 2010 • 17179 Posts

I just hope they decide to give us more towns, with enough population in each. not the usual kakariko, with only 6 or 7 NPCs and castle town.lightleggy

Kakariko in OoT is amazing. I don't think we needs tons and tons of huge towns, but perhaps one very big one and a few kakariko sized ones would be good.

  1. Clocktown (MM)
  2. Kakariko Village (OoT)
  3. Outset Island (WW)

Those are the 3 best towns, in order, for any Zelda game.

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lightleggy

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#96 lightleggy
Member since 2008 • 16090 Posts

[QUOTE="lightleggy"]I just hope they decide to give us more towns, with enough population in each. not the usual kakariko, with only 6 or 7 NPCs and castle town.NaveedLife

Kakariko in OoT is amazing. I don't think we needs tons and tons of huge towns, but perhaps one very big one and a few kakariko sized ones would be good.

  1. Clocktown (MM)
  2. Kakariko Village (OoT)
  3. Outset Island (WW)

Those are the 3 best towns, in order, for any Zelda game.

it wasn't amazing...ok the layout of the town was cool, i'll give you that, but there were only like what..2 or 3 houses? and there were just less than a dozen of NPCs there. I want nintendo to give us a believable world...I mean apparently after castle town was taken by ganon in OoT, the survivors (who were apparently a lot) fled to kakariko...well it doesn't seem like it since there are only like 2 NPCs more in the future. Im not saying they should give us 10 castle towns, but at least more villages, and to show us that hyrule is not completely locked, make a port or something like that, in WW if you'd try to travel out of the map, you'd get told that it was very dangerous to go any further, which makes it pretty clear that the gameworld is not the whole world, there is more to it, I want ninti to show us that. or look at skyloft...I mean are we supposed to believe that a whole civilization lived there? in one tiny island? which is no bigger than half of central park, and yet apparently it has been the house of millions (possibly thousands at a time). it just seems extremely crazy to me
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NaveedLife

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#97 NaveedLife
Member since 2010 • 17179 Posts

[QUOTE="NaveedLife"]

[QUOTE="lightleggy"]I just hope they decide to give us more towns, with enough population in each. not the usual kakariko, with only 6 or 7 NPCs and castle town.lightleggy

Kakariko in OoT is amazing. I don't think we needs tons and tons of huge towns, but perhaps one very big one and a few kakariko sized ones would be good.

  1. Clocktown (MM)
  2. Kakariko Village (OoT)
  3. Outset Island (WW)

Those are the 3 best towns, in order, for any Zelda game.

it wasn't amazing...ok the layout of the town was cool, i'll give you that, but there were only like what..2 or 3 houses? and there were just less than a dozen of NPCs there. I want nintendo to give us a believable world...I mean apparently after castle town was taken by ganon in OoT, the survivors (who were apparently a lot) fled to kakariko...well it doesn't seem like it since there are only like 2 NPCs more in the future. Im not saying they should give us 10 castle towns, but at least more villages, and to show us that hyrule is not completely locked, make a port or something like that, in WW if you'd try to travel out of the map, you'd get told that it was very dangerous to go any further, which makes it pretty clear that the gameworld is not the whole world, there is more to it, I want ninti to show us that. or look at skyloft...I mean are we supposed to believe that a whole civilization lived there? in one tiny island? which is no bigger than half of central park, and yet apparently it has been the house of millions (possibly thousands at a time). it just seems extremely crazy to me

I hear what you are saying, and in some ways i agree. First and foremost though, comes charm. You need to have that great presentation and not make something massively huge but dead feeling. Not saying they couldn't make bigger towns and/or more towns that have this charm, just saying that there is a balance.

I love Kakariko Village because although it is somewhat small, it feels very unique, the music is great, there is quite a bit of little things to do in it or find in it, and the setup is awesome. I love that there is a little path to a graveyard, and deathmountain looms overhead, while a creaking windmill sits atop the town. It is very well put together and IMO feels more lively and charming than Skywards Swords town, where almost all the villagers just stand in their spot never moving a muscle :P. Skyward Sword's Village left a lot to be desired in my opinion, especially since it was the ONLY town. I really didn't like that everywhere else was basically a dungeon and even if there is a species, you cannot do much in the way of interacting with them. I get it kinda fits the story and all, but I think it could have been done better.

In my opinion, Clocktown and the whole world around it is by far the most believable and well done. It is possibley the best town/timecycle system I have seen in a game. I will say that WW does a pretty good job too though. I just liked OoT's presenation and the fact that each town had its own feel and things to do. Goron's, Zora's, Kokiri, Kakariko, Castletown, Gerudo, and other stuff spread around, like lake hylia and Lon Lon Ranch. They need more of this in the next game. Skyward Sword felt too sectioned off and stale to me. A lot of this could have been fixed if they took the time to make the sky a place for exploration and have other towns throughout the sky. I had envisioned it like a big windwaker in the sky, with an evil and corrupt hyrule below, hoping it was all connected.

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BrunoBRS

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#99 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="lightleggy"]I just hope they decide to give us more towns, with enough population in each. not the usual kakariko, with only 6 or 7 NPCs and castle town.NaveedLife

Kakariko in OoT is amazing. I don't think we needs tons and tons of huge towns, but perhaps one very big one and a few kakariko sized ones would be good.

  1. Clocktown (MM)
  2. Kakariko Village (OoT)
  3. Outset Island (WW)

Those are the 3 best towns, in order, for any Zelda game.

sure, lol, and lawl. kakariko was pretty damn static, boring and pointless. it was more a hub and less a town. same could be said for outset, except the people in there are actual characters, not generic NPC #32. if you want a city from wind waker, then say windfall. that city is just brimming with life.
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SuperFlakeman

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#100 SuperFlakeman
Member since 2011 • 7411 Posts
  • Ice Temple
  • Shapeshifter companion (bird, sea animal, horse)
  • 720p native res, 60 fps (yeah right)
  • Colorful artstyle
  • wm+ based with minimal tablet interactivity (import the take a note system from DS Zeldas)
  • 3D Map a la Prime
  • no handholding, but the option to ask for hints/information a la Prime