Legend of Zelda Wii U Gameplay Demo

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Is it just me, or does the artstyle kind of look like the artstyle/graphics of the Fable series? I don't think theirs anything wrong with that, always loved the way the Fable games looked.
 
Cant wait for Gameexplain to post a video with all the info they've stolen from other places, without giving credit.

I've seen them give credit to gaf members in both smash videos and hyrule warriors videos. It's also not hard to imagine they came to the same conclusions as other people at the same time while scouring the video.
 
Loved the gameplay footage they showed off. Still surprised they were willing to show if off but extremely glad they did. From the art style and scale of the world and locations I enjoyed it all.

With an open world though comes the sections where you are alone and that just something that is always going to be. Unless you pull an Assassin's Creed Unity and stay in one city with thousands of unless npcs that fill the background. However I don't doubt there will be plenty of wildlife and enemies as you travel around. With more power I expect we'll have more more out in the wild but that's largely dictated by the story of the game. Speaking of that I think sometimes people keep forgetting that Hyrule Field in games isn't the over world. It isn't the thing people should be just comparing here. Sadly it's what some people think about when they say Zelda over worlds are empty. I say anything that isn't a dungeon is the over world and should be looked at collectively.

Let's take OoT for example. There was Hyrule Field with Lon Lon Ranch. That's not the over world. That's one area of it that happens to be in the center. I think people look at the game and even the other games like this and wrongly feel the world is empty. There was the Kakariko Village. What people forget is that there were three more villages in that game. Zora Domain, Kokiri Forest (where you start the game), and Goron City. What Nintendo needs to do is make the various areas where NPCs will be found matter more. Have more then just a single store to buy items. Have them be more then simply quest locations that you likely never have to visit again. More then a simple base of operations for the nearby dungeon.

As for traveling I can easily picture coming across caves where you have to solve puzzles or explore an area to get a heart piece, chest with money, or some other collectable. Just like other Zelda games or other open world games. Question will be will there be side quest off the beaten path or quest lines ala Elder Scrolls or Fallout that you can come across in the middle of nowhere and not just from people in towns. That would be nice.

Speaking of which those games have open worlds where when you are traveling in the wild you are alone. There is a LOT of copied assets. That's almost a must for open worlds I think or the cost skyrockets if everything single thing is unique. It's not like that hasn't happen in past Zelda games either. I think back to playing those games and then look at the Zelda footage and even past Zelda games and I don't think what is being done with Zelda is so different. So I really do not understand the complaining of some people. Especially if they claim to be Zelda fans of fans of Nintendo and should know full well that games they show off always improve before release.
 
Imagine if it IS the same mountain with the dragon like thing on top... and the dragon like thing is just no longer there... imagine if there is a dragon that can attack you from the sky at anytime like the enemy from the E3 trailer...

I don't think it's dragon wings. I think it's just a mountain in the far background, behind the half-dome rock, which has some snowy patches on it.
 
To the people thinking about co-op: If you think about it for a second, it's pretty clearly not happening and we already know why. The slow-mo jump. You can't do co-op when one player can slow down time during combat. Max Payne 3 barely made it work in a competitive multiplayer setting. Let this one go, we can scratch that off the list with 100% certainty.

Since this Zelda will have some futurist elements, the instrument will be a synthesizer and you can use the touchscreen on the gamepad to play.

Like I said, theremin ;)

Possibilities:

1. They were bullshitting and were never seriously trying to reach the location they marked with the beacon.

3. They reached the tower and never showed us. Then went past it.

2. They changed destinations but never told us.

I'm pretty confident that the place on the map is the place where they ended the demo, which means they went way past the tower they marked at the beginning. All of the landmarks line up too perfectly.

I wouldn't be shocked if they have an "uncut" version of this recording lined up for their next Direct. Not saying it's likely since the reasons for cutting might just be them cutting out major glitches/bugs or spoiler content not reads to be revealed.

You guys think we'll get another trailer at the next Direct? I thought we wouldn't get ANYTHING from this until next E3, so I was a bit surprised when I saw this. Fuck, I'm hyped.

Don't expect an actual new trailer before E3. Best you can hope for is Aonuma posting on Miiverse and maybe an uncut version of this Let's Play.

The only part of that that was really true was in begining of the game when you were wolf link talking to animals and stuff. In this game if it were true i imagine it being the animals are good for resources and stuff hunting animals and getting food and stuff. Would be great to see "shiny" (Rare) animals that you could hunt only available in certain parts of the game time/weather/area that give you some rare stuff

You will not be hunting animals in a Zelda game, dude. Get a grip, man! :D

ZELDA GAME
HUNTING ANIMALS
NOT HAPPENING! :P

Do we know who is directing this game? Is it Aounuma, or is Fuyabashi getting another shot?

I'd say it's Fujibayashi directing, with Aonuma producing again, although I don't think they've said officially who is doing it yet.

Yup they never said. But it's definitely not Aonuma since he hasn't directed a game since jumping into the seat again halfway through the development of TP. Aonuma is a project producer, not a director.

hmm saw this on my twitter feed .probably posted already but

zelda_wii_u___possible_gigant_owl_statue_by_existingbox9-d891xzk.png


..i don't see it Lol

orlyecudr.jpg
 
To the people thinking about co-op: If you think about it for a second, it's pretty clearly not happening and we already know why. The slow-mo jump. You can't do co-op when one player can slow down time during combat. Max Payne 3 barely made it work in a competitive multiplayer setting. Let this one go, we can scratch that off the list with 100% certainty.

Miiverse messages in the overworld

coop in the dungeons
 
Miiverse messages in the overworld

coop in the dungeons

Something else to consider (people really forget a lot of the things Aonuma already said about the game) // not related to "play alone/co-op" (!)

Giant Bomb interview said:
In fact, working on Hyrule Warriors has given Aonuma some pause about his own game. While he wasn't ready to divulge many specifics, Aonuma did tease how the dynamics of Zelda might be changing next year.

"You have this map and there are battle areas all across this expansive battlefield," he said, describing Hyrule Warriors. "Things are happening, regardless of whether or not you’re in this particular space. How you approach reclaiming these different areas on the map really changes how you progress through the game. So it’s really, really dynamic, it’s really, really expansive. It also increases replay value because if you change your strategy, your process will also change. Having worked on a game that has this kind of expansive battlefield style has really opened my eyes to new discoveries, and my thought and approach to gameplay has really deepened. I see many, many possibilities now that I’ve worked on this project with Tecmo Koei."

http://www.giantbomb.com/articles/meet-the-people-behind-hyrule-warriors/1100-4983/
 
^ TBH, I actually think that comment has more to do with the idea of emergent events. To use an example that reflects what we've seen so far, let's think about that giant monster from the first trailer. Normally, if it spots you it'll give chase, and you'll have to frantically come up with (and execute) a tactic for defeating it. But maybe the first time you encounter it, you manage to avoid being detected and keep your distance. But if you don't kill it immediately, it will go on to cause havoc somewhere.

That sounds like the kind of dynamic he's talking about.
 
^ TBH, I actually think that comment has more to do with the idea of emergent events. To use an example that reflects what we've seen so far, let's think about that giant monster from the first trailer. Normally, if it spots you it'll give chase, and you'll have to frantically come up with (and execute) a tactic for defeating it. But maybe the first time you encounter it, you manage to avoid being detected and keep your distance. But if you don't kill it immediately, it will go on to cause havoc somewhere.

That sounds like the kind of dynamic he's talking about.

Yea and that's what I meant. Wasn't related to the co-op topic.
 
Arwings were in ocarina of time.

That's because they used the Arwing's movements as a template for how Volvagia was going to move. And since deleting stuff can cause issues, they just left the Arwing in which was the found by hackers.

It does not mean Star Fox and Zelda are connected.
 
So... what does everyone think the towns will be like in this game? Open to the rest of the world ala Morrowind, or closed off sections like traditional Zelda/Oblivion? I would love it if they managed to pull off a completely open world with buildings you can enter being the only loading points. Being able to drop down from a mountain and land in a town would be amazing.
 
not to derail the thread.. but i have a friend whos played and loved every zelda since OoT and says he refuses to play this if there isnt voice acting.. makes me both roll my eyes and and cry inside lol
 
So... what does everyone think the towns will be like in this game? Open to the rest of the world ala Morrowind, or closed off sections like traditional Zelda/Oblivion? I would love it if they managed to pull off a completely open world with buildings you can enter being the only loading points. Being able to drop down from a mountain and land in a town would be amazing.

I think there might be small settlements along the way without loading and the larger towns like Kakariko and Castle Town are sectioned off. I would think they hide that behind streaming, similar to Wind Waker. Notice how you never load into anything there either. It's all streamed. Xenoblade X is doing that, too. As did Xenoblade on Wii. Don't see why Zelda U wouldn't be able to either. Only caviat is that they limit the entry points via natural borders so you can't drop into a town from anywhere to facilitate clear streaming zones.

For a minute, I forgot how fine Brooke actually is.

HOW COULD YOU FORGET!

not to derail the thread.. but i have a friend whos played and loved every zelda since OoT and says he refuses to play this if there isnt voice acting.. makes me both roll my eyes and and cry inside lol

Slap your friend with a wet, old sock. Maybe they'll come to their senses.
 
So... what does everyone think the towns will be like in this game? Open to the rest of the world ala Morrowind, or closed off sections like traditional Zelda/Oblivion? I would love it if they managed to pull off a completely open world with buildings you can enter being the only loading points. Being able to drop down from a mountain and land in a town would be amazing.
It will be like...

Princess Mononoke.
 
Yatōkiri_Kilgharrah;142386997 said:
Actually that isnt why at all. Aonuma just did something very stupid with those dungeons

Not really without knowing what items the players would have at a given time they had to make dungeons use one Item at a time. In other zelda games Like tp and SS alot of the items are use over and over again.
 
As long as this game is all control based, and not gimmicky like the wiiU version. Skyward Sword. Just could not get into it, and i love TLoZ games.

Apart from that, the game looks pretty cool. Love the art style, and i am not worried about this looking empty. This is still pretty early in development.
 
That's why I want to start the game with every non-magical gear like bow, hookshot, slingshot, bombs, whip and boomerang.

Starting the game off with a few basic earthly items like the slingshot, whip, and bombs actually isn't a bad idea.
While I'll still morn the loss of SS's fantastic dungeon-like overworld element I'd at least be secure in the fact that starting off with a limited number of "vanilla" items could potentially allow EAD3 to retain level/dungeon design complexity from the get-go even if it's possible to tackle any dungeon in any order.
Though tbh, I'd prefer to have a tightly structured game for at least 3 or 4 dungeons. I don't want any contextless zelda 1 bullshit.

Edit: I just hope EAD3 realized that openess in modern Zelda's level structure can really harm the general dungeon design. If they give me a sign that this is the case I'll stop worrying.
 
Not really without knowing what items the players would have at a given time they had to make dungeons use one Item at a time. In other zelda games Like tp and SS alot of the items are use over and over again.
Yep, the "choose the order of the dungeons" is kind of a dumb thing people got behind IMO. It only really matters to mix up replays, but if all the dungeons are available at the start then the dungeons can't be too hard and the dungeons can't use more items for their puzzles which limits what they can do.
There could be a way to fix it like Ravio's shop, but with how big the world is, going from where you need an item to the shop would be kind of annoying unless they give you all the items at the start which would be admittedly cool (but that's another problem by itself).
And people chanting for a big non linear world are likely now complaining that there wasn't something big happening in ever second of that Zelda U footage
i agree (all but link), but to not play the game soley because of that is crazy imo
I think they can give him a voice too. Their work around in Hyrule Warriors was just silly.
 
Yep, the "choose the order of the dungeons" is kind of a dumb thing people got behind IMO. It only really matters to mix up replays, but if all the dungeons are available at the start then the dungeons can't be too hard and the dungeons can't use more items for their puzzles which limits what they can do.

Excuse me? Try playing Level 6 first in the original game, then we can talk about whether non-linearity means anything. Just because they completely missed the opportunity to get it right with ALBW doesn't make it a bad idea.
 
I think the dungeons need some sort of order. Either that or just make some difficult and say, "yeah you can do dungeons in any order, but if you haven't found the item somewhere else, or if you don't have many hearts, some are gonna be too hard/impossible to complete."

But we definitely need some of the more basic items in our inventory from the start. Sword, shield, bow, and bombs at least. It's not fun to find these in dungeons anymore since they're in every game. And get rid of the slingshot. It's redundant.
 
Do you think Koji Kondo will compose again for this Zelda game, or will it be done by the Mario Galaxy composer? I think that music is very important to this franchise and hope they will create memorable music (offcourse its difficult these days, but I hope they will do the series justice in music).
 
I like the idea of some dungeons being inaccessible without a certain item, but conveying the information to the player naturally is the most important thing. No signs that say "you need a hook-shot"; just a natural says-it-all barrier.
 
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