Zelda doesn't need saving, but

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PSWiiU

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#1 PSWiiU
Member since 2011 • 101 Posts

I would love to see Nintendo consider these four points for the Wii U iteration. I don't think they're too unreasonable.

1. Stop trying to make Zelda accessible like Mario. The whole point of making a game accessible is to increase sales and the fanbase. After a quick start, Skyward Sword's sales have slowed down quite a bit. It has been proven that "hardcore" games can sell much better than these Zeldas that are supposedly so accessible. I hate the term "hardcore" but you know what I mean. The hand holding, the Kikwis, the Mosters Inc. sea monster boss, the exaggerated character designs, etc. I think Zelda is a game that you can target towards a more mature audience and still sell millions. It's got the widespread appeal, respect, and acclaim. It just needs the presentation to match.

2. Wash their hands of the entire timeline situation. It is so convoluted at this point, every game, fans look for answers but are just met with more questions. The Wii U version should just be its own story, in a vacuum. Keep Link, Zelda, and maybe the Triforce. Create a brand new story, i think this would help in avoiding the formula of collecting artifacts, collecting more artifacts, destroy evil boss. With a new mythology there can be all sorts of new new story elements, and build new gameplay elements on those to mix it up.

3. Get back to basics. Exploration. Combat. Puzzles when necessary. I really think puzzles should be used to signify something important, or a secret. They should be an event, not something you are constantly running into. Give us an open world to run around in, with enemies to kill and places to find. Towns aren't even necessary, but if they are included, go all out. No more half-assing it.

4. Fresh perspective. Obviously Skyward Sword had some genius designers pouring their creativity into the game. But I think that the current team has squeezed all the big ideas they can out of their brains, and I really think that a new team should get a swing at Zelda U. Retro would be my favorite developer to take on the job, simply because they could contribute some western sensibilities into the game design. Really I think it takes stepping back or a new set of eyes to come up with something new in a series with so much creativity in it already. And Retro is probably more in tune with what North American and European gamers look for in an adventure. Nintendo EAD obviously knows exactly what they're doing with Super Mario, but with a series like Zelda I think that Nintendo needs some more western input into their concepts.

Thoughts? Do you agree with any of these, or am I way off base on some of them?

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mmmwksil

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#2 mmmwksil
Member since 2003 • 16423 Posts

1. I agree with the hand-holding bit. It feels out of place and really breaks up the flow of the game.

2. Timeline has never been an issue with the series. It is rarely referenced, and never a major plot point.

3. Back to basics would be nice, but that would mean more dungeons to make up the content. Somehow, I doubt Nintendo would want to work that hard.

4. Maybe, maybe not. They're still handling the series well enough. Let Retro do something else the fans want.

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D4W1L4H

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#3 D4W1L4H
Member since 2011 • 1765 Posts

Better start power leveling buddy. Only level ten posters are allowed to make threads.

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nintendofreak_2

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#4 nintendofreak_2
Member since 2005 • 25896 Posts

I loved the puzzles in SS, but I would have loved multiple approaches to be able to solve the puzzles instead of only one way. There's rarely one solution to problems in life, so the same should be true of those in video games.

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meetroid8

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#5 meetroid8
Member since 2005 • 21152 Posts

1. The exaggerated designs and vibrant world fit Zelda very well and have nothing to do with being any less or more mature. I'd choose WW or SS designs over TP's any day.

2. Agreed

3. Agreed, but towns are necessary.

4. Doesn't this contradict point 3? Let retro develop their own IP.

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jg4xchamp

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#6 jg4xchamp
Member since 2006 • 64057 Posts

3. Get back to basics. Exploration. Combat. Puzzles when necessary. I really think puzzles should be used to signify something important, or a secret. They should be an event, not something you are constantly running into. Give us an open world to run around in, with enemies to kill and places to find. Towns aren't even necessary, but if they are included, go all out. No more half-assing it.

PSWiiU

Dungeons, and more specifically the puzzles are what make Zelda a good series to begin with. The other stuff could use an improvement, but not at the expense of the stuff that made Zelda what it is.

I do not go to Zelda for its action, because it was never that good at it. I go to it for the clever dungeon design. Which Skyward Sword had plenty of when it wasn't trying to waste my time. That said if I wanted to make adjustments.

-Drop the fetch quests entirely: They owe us a game without a fetch quest. I've done too many in a Zelda game. I demand a fetch quest free game. I was half ups man in Skyward Sword

-Make the combat more interesting: Motion controls were cool, but the combat was still overly simple and not really all that engaging. Adding in diagonal swings, and dudes that block didn't really improve the combat. It needs more depth, and more fierce enemies. Boss fights are the only time I can get any real sense of intensity in that series.

-The formula in general needs a fix. Too much water dungeon, forest dungeon, volcano dungeon, etc. The warm up dungeons need some fixing. It wasn't that annoying in SS, but christ were the dungeons in Twilight Princess before Arbiters Grounds lame.

-Better overworld.

-Update the presentation. It's 2012. Can there be some voice acting? Like those dudes could speak hyrulian for all I care, and I would not be bothered.

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Shinobishyguy

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#7 Shinobishyguy
Member since 2006 • 22928 Posts

Say what you want about how derpy it looked, but that tentacle monster was the second best boss in the game next to koloktos

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Shielder7

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#8 Shielder7
Member since 2006 • 5191 Posts

IMO Skyward Sword was the worst Zelda game period. Even based off Fed up Zelda logic and standards it was bad.

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princeofshapeir

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#9 princeofshapeir
Member since 2006 • 16652 Posts
As long as Nintendo gears Zelda towards youngins, the padding and hand-holding will remain.
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PSWiiU

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#10 PSWiiU
Member since 2011 • 101 Posts

4. Doesn't this contradict point 3? Let retro develop their own IP.

meetroid8

Lol that's kinda what I was thinking while typing, didn't explain it well enough. I mean bring the focus back to exploration and fighting more enemies, but in terms of world structure, puzzle/level design, story, mission objectives, etc., a new set of developers could freshen things up.

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Shinobishyguy

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#11 Shinobishyguy
Member since 2006 • 22928 Posts

[QUOTE="meetroid8"]

4. Doesn't this contradict point 3? Let retro develop their own IP.

PSWiiU

Lol that's kinda what I was thinking while typing, didn't explain it well enough. I mean bring the focus back to exploration and fighting more enemies, but in terms of world structure, puzzle/level design, story, mission objectives, etc., a new set of developers could freshen things up.

the exploration was lacking but the combat was a huge focus in Skyward sword. Hell it was one of the most combat focused games in the series
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PSWiiU

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#12 PSWiiU
Member since 2011 • 101 Posts

[QUOTE="PSWiiU"]

[QUOTE="meetroid8"]

4. Doesn't this contradict point 3? Let retro develop their own IP.

Shinobishyguy

Lol that's kinda what I was thinking while typing, didn't explain it well enough. I mean bring the focus back to exploration and fighting more enemies, but in terms of world structure, puzzle/level design, story, mission objectives, etc., a new set of developers could freshen things up.

the exploration was lacking but the combat was a huge focus in Skyward sword. Hell it was one of the most combat focused games in the series

I agree and I loved the combat, but there just weren't enough enemies, or enemy variety (in my opinion). I loved technoblins though. I guess the big problem is there wasn't much of an over world to put them in. Usually traveling across Hyrule includes fighting enemies along the way, in SS and TP there was mostly just empty space, no challenge in getting anywhere.

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Demonjoe93

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#13 Demonjoe93
Member since 2009 • 9869 Posts

I would love to see Nintendo consider these four points for the Wii U iteration. I don't think they're too unreasonable.

1. Stop trying to make Zelda accessible like Mario. The whole point of making a game accessible is to increase sales and the fanbase. After a quick start, Skyward Sword's sales have slowed down quite a bit. It has been proven that "hardcore" games can sell much better than these Zeldas that are supposedly so accessible. I hate the term "hardcore" but you know what I mean. The hand holding, the Kikwis, the Mosters Inc. sea monster boss, the exaggerated character designs, etc. I think Zelda is a game that you can target towards a more mature audience and still sell millions. It's got the widespread appeal, respect, and acclaim. It just needs the presentation to match.

Agreed, Zelda is not meant to be "casual" or hand our hands (Fi I'm looking at you).

2. Wash their hands of the entire timeline situation. It is so convoluted at this point, every game, fans look for answers but are just met with more questions. The Wii U version should just be its own story, in a vacuum. Keep Link, Zelda, and maybe the Triforce. Create a brand new story, i think this would help in avoiding the formula of collecting artifacts, collecting more artifacts, destroy evil boss. With a new mythology there can be all sorts of new new story elements, and build new gameplay elements on those to mix it up.

Solution: Make the actual sequel to Twilight Princess, but place the game in Termina. :cool:

3. Get back to basics. Exploration. Combat. Puzzles when necessary. I really think puzzles should be used to signify something important, or a secret. They should be an event, not something you are constantly running into. Give us an open world to run around in, with enemies to kill and places to find. Towns aren't even necessary, but if they are included, go all out. No more half-assing it.

Agreed. I didn't like how Skyward Sword only had one town.

4. Fresh perspective. Obviously Skyward Sword had some genius designers pouring their creativity into the game. But I think that the current team has squeezed all the big ideas they can out of their brains, and I really think that a new team should get a swing at Zelda U. Retro would be my favorite developer to take on the job, simply because they could contribute some western sensibilities into the game design. Really I think it takes stepping back or a new set of eyes to come up with something new in a series with so much creativity in it already. And Retro is probably more in tune with what North American and European gamers look for in an adventure. Nintendo EAD obviously knows exactly what they're doing with Super Mario, but with a series like Zelda I think that Nintendo needs some more western input into their concepts.

Can't agree with this one. The current developers are still plenty capable of new ideas.

Thoughts? Do you agree with any of these, or am I way off base on some of them?

PSWiiU

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Demonjoe93

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#14 Demonjoe93
Member since 2009 • 9869 Posts

IMO Skyward Sword was the worst Zelda game period. Even based off Fed up Zelda logic and standards it was bad.

Shielder7

It was better than Spirit Tracks. :P

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LoG-Sacrament

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#15 LoG-Sacrament
Member since 2006 • 20397 Posts

the monster designs in the series have nothing to do with how mature the games are. this notion that games like gears of war are more mature because they use a more limited color palette is ridiculous. skyward sword had a light tone that worked its way into the character design. both the tone and the character design were excellent.

anyway, i guess the biggest thing id like to see in future zelda games is a breaking down of barriers in the world. load screens, cut scenes, and the separation of the overworld into rooms can all go. id like to see smooth transitions between the regions of hyrule that the player sees gradually as they explore. discovery of dungeons has gotten too abrupt. smooth it out with a focus on a seamless entrance. those are the sorts of things i want.

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Shadowchronicle

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#16 Shadowchronicle
Member since 2008 • 26969 Posts
#1 is impossible to change, just like any other company Nintendo is also looking for money as well. They're just not as smart about common sense in marketing.
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93BlackHawk93

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#17 93BlackHawk93
Member since 2010 • 8611 Posts

..

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ActionRemix

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#18 ActionRemix
Member since 2011 • 5640 Posts
They need to throw out the whole formula and start from scratch. They should keep the timeline, though.
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#19 PraetorianMan
Member since 2011 • 2073 Posts

I might get lynched for saying this, but I think its time for LoZ to get some voice acting.
I'm hesitant to say that though, Nintendo and Voice Actors don't seem to go on very well [ahem, Metroid, SM Sunshine come to mind].

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#20 LegendofNerd
Member since 2007 • 2140 Posts

A nice topic, but you have to be level 10 to post it.