Legend of Zelda Wii U Gameplay Demo

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Second cut, not certain about this, but it's the area that makes the most sense:

51Z5fZS.png
 
There's no indication the scale of this game will be anywhere as small as previous 3D Zeldas. The "filled" space could be the size of Twilight Princess.

There's no indication that the amount of puzzles on the overworld is going to increase. Bigger world does not necessarily mean more puzzles.
 
No, he said navigating the world was sorta like a puzzle in that you can enter areas from any direction and you can try to figure out the best way, but from experience I don't consider that very puzzle-like; especially not compared to well-crafted linear environment navigation.

If you look at the elevation map, you can see how areas are still pretty much segmented off into separate areas. The starting area is the area the footage takes place in, and it's surrounded by high hills. The middle area is flat, open and surrounded by rivers, like OOT's world map. This is "Hyrule Field". To the southwest is a desert with only one entrance, note the low elevation and the complete lack of water. To the northwest is a mountain range that is cut off by a large canyon, and it seems it's only accessible from the north, or perhaps a large bridge that goes across that canyon. To the north east is death mountain, and just to the southeast of that is a swamp that is likely connected to the zora or something like that.

You can see where the hills force paths into new areas. It's still quite open compared to old maps, but it's not just all out there. For the record, I agree with you on open world vs. linear focus, however I'm still curious to see what they do. I'm down for anything, really. I've got some faith.
 
Second cut, not certain about this, but it's the area that makes the most sense:

Darker = lower on this map. The round shape you pointed to can't be a hill.

Oh, yeah, one thing I was planning to point out: Did you notice that that hill has some kind of structure behind it that has giant dragon wings?
 
I am not worried...

  • Monolith soft is almost done with xenoblade x so that team will most likely fully join the zelda team to finish things up.
  • For a early build it looks freaking nice.
  • If Xenoblade X can show a lot of enemies on screen I have no doubt that the same thing wil happen here (again its a early build !)
  • This and (hopefully) Xenoblade X in 2015 Good times Good times !

This seems like the most presumptive post ever.
 
There's no indication that the amount of puzzles on the overworld is going to increase. Bigger world does not necessarily mean more puzzles.

Larger world also doesn't necessarily mean an omission of solid and good dungeon design, either.

Is it possible to have the overworld large and sprawling with small settlements, farmers, and the occasional rock / wall that needs to destroyed with a bomb for secrets like fairy gardens or small caves with chests containing a heart piece of a bunch of rupies (Like in the previous games), and the same having no impact on the design of handcraft set pieces for dungeons.

This seems like the most presumptive post ever.

Did you know that a division of Monolith Soft did indeed help with Skyward Sword and A Link Between Worlds development. There is nothing preventing Monolith sending one of it's teams to assist EAD with Zelda U once most of their work on Xenoblade is complete.
 
Darker = lower on this map. The round shape you pointed to can't be a hill.

Oh, yeah, one thing I was planning to point out: Did you notice that that hill has some kind of structure behind it that has giant dragon wings?

...the round shape is lighter. It seems to be some huge derelict cylinder (goes with the theme of ancient tech, I guess).

Dragon wings? Not seeing it.
 
vQnqoJz.jpg

This structure sure looks interesting. They veered the camera away as soon as they got a clear view of it.

Just in case people are having trouble seeing it:
mWRIEOd.jpg


Larger world also doesn't necessarily mean an omission of solid and good dungeon design, either.

Is it possible to have the overworld large and sprawling with small settlements, farmers, and the occasional rock / wall that needs to destroyed with a bomb for secrets like fairy gardens or small caves with chests containing a heart piece of a bunch of rupies (Like in the previous games), and the same having no impact on the design of handcraft set pieces for dungeons.
Yes, or course. The person I was responding to said that a bigger world means more puzzles though. I was just telling them that's not necessarily true.

What could have an impact is non-linear world navigation, though.
 
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Well, the wait till E3 will be painful.
Can't wait for a proper trailer.

This is my favorite observation to come from the new footage.

I love scouring TWW's mostly featureless overworld and adore SotC for its stark beauty, so I'm not terribly concerned that I'll be too bored by the blown-up map.

I'm more interested in what, if anything, they're doing with combat. The bullet time gymnastic archery trick is neat but if the combat isn't fast-paced enough to necessitate such a tool I don't see it being more than just that. What they show in the demo is, I think, deliberately conservative and nothing we haven't seen in a Zelda game prior (save the leaping archery).
 
Larger world also doesn't necessarily mean an omission of solid and good dungeon design, either.

Is it possible to have the overworld large and sprawling with small settlements, farmers, and the occasional rock / wall that needs to destroyed with a bomb for secrets like fairy gardens or small caves with chests containing a heart piece of a bunch of rupies (Like in the previous games), and the same having no impact on the design of handcraft set pieces for dungeons.

You can't do something that forces a player to search every corner of the massive land for major stuff like heart peaces. At most you'll find small caves with challenges that reward rupees.

Just imagine the nightmare of trying to find all 100 skulltulas. You just can't do this.

Like I said in a previous post, I think the vast empty fields we saw yesterday have nothing substantial in them, it's just raw space much like the ocean in WW. It'll be very clear when you're in an actual area vs generic landscape, it's within those figuratively enclosed spaces you'll find meaty content.
 
vQnqoJz.jpg

This structure sure looks interesting. They veered the camera away as soon as they got a clear view of it.


Yes, or course. The person I was responding to said that a bigger world means more puzzles though. I was just telling them that's not necessarily true.

What could have an impact is non-linear world navigation, though.

:O

Imagine having giant creatures crawling around Hyrule all the time, creating this atmosphere of really traversing a wild and unknown world with things like the giant enemy from the E3 trailer and flying animals patrolling around hunting for prey. :OOOOOOOOOOOOOOOOOOO DAT IMMERSION WOULD BE GODLY
 
Wind Waker HD seemingly using the same lighting and being 1080p gives me hope but you're probably right that it'll be 720p.

This game is going to be crunching polygons, alpha coverage, texture work that WWHD wouldn't see in an entire dungeon, in single areas. It will be, by far I'd wager, the most technically proficient title on the platform. I expect it to hold its own with Red Dead Redemption in technical proficiency, while running at a similar res with a higher framerate. With a competent AA solution as well.

Swan song of WiiU.
 
You can't do something that forces a player to search every corner of the massive land for major stuff like heart peaces. At most you'll find small caves with challenges that reward rupees.

Just imagine the nightmare of trying to find all 100 skulltulas. You just can't do this.

Why can't this be done?

I'm not saying all games should be open world. And there are some games that feel that don't need to be overly huge because of just useless bloat (Most Ubisoft games like Assassin's Creed for instance with pointless collectathons and no actual reason to go out of your way to explore rather than just beeline to your next destination to continue the plot), however I do like it when it's used in a way that gives a grand sense of scale and the world has some scope.

Even Zelda 1 had it's share of empty screens with no enemies, but it did send you to most of the four corners of the entire map burning bushes, bombing walls, and pushing rocks to discover secrets. I believe I also went to at least every possible area in ALttP at least once with it's heart pieces and few magic items you don't find in dungeons.

Having dense content and things to do with a huge world aren't always mutually exclusive.
 
vQnqoJz.jpg

This structure sure looks interesting. They veered the camera away as soon as they got a clear view of it.

Looks like a lighter colored rock formation behind it in the distance, to me. Not dragon wings.

Just a taller, lighter mountain farther off in the distance.

I think it will likely end up being a 2016 cross gen release title, but either way, my point stands.

Cross gen with what? The 3DS? Nintendo isn't replacing the Wii U in 2016. Way too soon. With the new 3DS, i don't even expect a 3DS successor until 2017.
 
Cross gen with what? The 3DS? Nintendo isn't replacing the Wii U in 2016. Way too soon. With the new 3DS, i don't even expect a 3DS successor until 2017.
Either their next handheld or their next home console. One or both will likely be launching in 2016.

No way are they going to be relying on these platforms until 2017.

WiiU is a system that should be lucky to have 4 years on the market. If it was any other manufacturer but Nintendo they would have already cut their losses.
 
I think that could be a lot of things making it appear like wings, but there's a taller ridge on the northern side of the "cylinder" so I'd say it's that.

Onto this...thing. Smoke weed every day, I have no idea where this is:

 
You can't do something that forces a player to search every corner of the massive land for major stuff like heart peaces. At most you'll find small caves with challenges that reward rupees.

Just imagine the nightmare of trying to find all 100 skulltulas. You just can't do this.

Like I said in a previous post, I think the vast empty fields we saw yesterday have nothing substantial in them, it's just raw space much like the ocean in WW. It'll be very clear when you're in an actual area vs generic landscape, it's within those figuratively enclosed spaces you'll find meaty content.

I can't think of any open-world game that works that way (not counting WW). Content is normally spread out evenly across the game world to encourage exploration. Even in TP they hid secrets in the middle of the otherwise pretty barren plains
 
SS and Twilight Princess both had boat travel, although it was restricted to fishing and minigames on the latter.

3MUsVTC.png

All that pic did for me is remind me how awesome SS is going to be. The reason why the over world wasn't so acclaimed by some is because it didn't allow space for players to breathe, you are always doing something, and sometimes doing nothing is just as important. If they can include SS's design philosophy in some of the areas of ZU then it will be an exceptional game for generations to come.

…As long as there are no checklists. I fucking hate checklists in open world titles.
 
Looks like a lighter colored rock formation behind it in the distance, to me. Not dragon wings.

Just a taller, lighter mountain farther off in the distance.



Cross gen with what? The 3DS? Nintendo isn't replacing the Wii U in 2016. Way too soon. With the new 3DS, i don't even expect a 3DS successor until 2017.

But you can see sky between the parts of the wing:
mWRIEOd.jpg
 
Why can't this be done?

Even Zelda 1 had it's share of empty screens with no enemies, but it did send you to most of the four corners of the entire map burning bushes, bombing walls, and pushing rocks to discover secrets. I believe I also went to at least every possible area in ALttP at least once with it's heart pieces and few magic items you don't find in dungeons.

Having dense content and things to do with a huge world aren't always mutually exclusive.

Trial and error is inelegant design, Nintendo has progressively moved away from it over the gens in favor of more streamlined structures.

Obscure things like hidden holes in OoT that can only be opened with a song is the epitome of shit design. Or using the candle to burn 100 bushes before you find a secret. You just can't reward these things except optional stuff that is possible to grind, like rare enemy material or 500 rupees.

Same goes for requiring you to search every square inch of the entire world to get 100%, it's shitty design.
 
All that pic did for me is remind me how awesome SS is going to be. The reason why the over world wasn't so acclaimed by some is because it didn't allow space for players to breathe, you are always doing something, and sometimes doing nothing is just as important. If they can include SS's design philosophy in some of the areas of ZU then it will be an exceptional game for generations to come.

…As long as there are no checklists. I fucking hate checklists in open world titles.

There was a ton of points you were doing nothing in the overworld in SS. It had that boring as shit sky, remember? I was under the impression that's what people hated about the overworld (well that, and all of the fetch quests), not the superbly designed areas beneath the clouds.
 
But you can see sky between the parts of the wing:
mWRIEOd.jpg

It could just be hazy fog, like what's seen here:

bucztr.gif


The fog in this game seems to have a bluish tint.

You could be right, but to me it just looks like another mountain behind that one.



Also: With a world this large... I wonder if nintendo will do DLC. I mean, I hope not, but maybe they could add post-game DLC content, like additional dungeons, or even side-stories.

If this is a remake of Zelda 1, it'd be cool if we got DLC to tell the remake version of Zelda 2, where you have to find the triforce of courage to prevent Ganon from resurrecting. Use the same overworld, master-quest-ify all the dungeons, add a new final dungeon/boss, would be amazing.
 
I can't think of any open-world game that works that way (not counting WW). Content is normally spread out evenly across the game world to encourage exploration. Even in TP they hid secrets in the middle of the otherwise pretty barren plains

Yep, which was bad in TP, but not a huge problem because the world isn't even close to Zelda U in scope. And you really only had to follow the outer edge of the areas, the middle was completely empty.
 
Did you know that a division of Monolith Soft did indeed help with Skyward Sword and A Link Between Worlds development. There is nothing preventing Monolith sending one of it's teams to assist EAD with Zelda U once most of their work on Xenoblade is complete.

I did not. Interesting. That can do nothing but help development, right?
 
It could just be hazy fog, like what's seen here:

bucztr.gif


The fog in this game seems to have a bluish tint.

You could be right, but to me it just looks like another mountain behind that one.



Also: With a world this large... I wonder if nintendo will do DLC. I mean, I hope not, but maybe they could add post-game DLC content, like additional dungeons, or even side-stories.

If this is a remake of Zelda 1, it'd be cool if we got DLC to tell the remake version of Zelda 2, where you have to find the triforce of courage to prevent Ganon from resurrecting. Use the same overworld, master-quest-ify all the dungeons, add a new final dungeon/boss, would be amazing.
It's definitely not fog. It's a very clear shape. Whether it's a pair of wings or not is uncertain, but it's definitely some kind of structure with gaps in it. I'm thinking it's a dungeon or a tower with giant stone dragon wings on top.

EagerHugeGar.gif
 
There was a ton of points you were doing nothing in the overworld in SS. It had that boring as shit sky, remember? I was under the impression that's what people hated about the overworld (well that, and all of the fetch quests), not the superbly designed areas beneath the clouds.

The sky is kind of different though. It's not really an overworld, it's a connection between the different over worlds beneath the clouds. Kind of like Peach's castle.

And yes, some ( a lot) of people did not enjoy the structure of the over world of SS, (beneath the clouds one).
 
The sky is kind of different though. It's not really an overworld, it's a connection between the different over worlds beneath the clouds. Kind of like Peach's castle.

And yes, some ( a lot) of people did not enjoy the structure of the over world of SS, (beneath the clouds one).

I, for one, hated it. Skyward Sword was my least favorite Zelda game I've played, and that's everything that wasn't on the CD-i lol.
 
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