Legend of Zelda Wii U Gameplay Demo

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So why is Link right handed? for the record, i have no problem with it. I even prefer him as a righty.

I dunno, as a lefty it sort of bums me out.

Righties have every other video game icon to look up to, presumably! Leave us Link! D:

I'm going to pretend this Link is a lefty who has just been working really hard toward ambidexterity.
 
I dunno, as a lefty it sort of bums me out.

Righties have every other video game icon to look up to, presumably! Leave us Link! D:

I'm going to pretend this Link is a lefty who has just been working really hard toward ambidexterity.

Well he was a righty in Skyward Sword but that was because of the motion stuff. But this game won't have any motion controls, right? or at least not in combat with the sword etc. so this makes little sense.

but again, I prefer it that way since i'm a righty myself but it's still weird to me.
 
Well he was a righty in Skyward Sword but that was because of the motion stuff. But this game won't have any motion controls, right? or at least not in combat with the sword etc. so this makes little sense.

but again, I prefer it that way since i'm a righty myself but it's still weird to me.

My guesses:

Motion control sword is back, but optional. No puzzles revolve around it.
He's a direct blood descendant of the skyward sword link.
He IS the skyward sword link.
Link's new console 'image' is a righty now because of Skyward Sword/TP Wii U.
 
All this talk about the music or lack of music...

With such a large overworld, is one piece of music enough. Ought it not to be more like Majora's Mask - a single piece of music that transitions into different styles and renditions depending on where you are.

Not to mention night time variations, as well as events which take place, enemies you confront, etc.

Also to note, is how will the game transition into areas like a town? Traditionally there would be a fade out as a new area loads, with a caption. We can assume the fade and load is gone, but will it be like Wind Waker, where the camera shifts into a cutscene?
 
I don't think the music of the overworld will be as bombastic as we are used to. Just a gut feeling. They'll make it more calm and serene.
 
All this talk about the music or lack of music...

With such a large overworld, is one piece of music enough. Ought it not to be more like Majora's Mask - a single piece of music that transitions into different styles and renditions depending on where you are.

Not to mention night time variations, as well as events which take place, enemies you confront, etc.

Also to note, is how will the game transition into areas like a town? Traditionally there would be a fade out as a new area loads, with a caption. We can assume the fade and load is gone, but will it be like Wind Waker, where the camera shifts into a cutscene?

In every zelda game, the biggest overworld we have had has been a hyrule field, but as soon as you enter a new zone, the song usually changes. Gerudo Valley, Lake Hylia, etc.

It's very likely that this world has distinct regions, but you can approach them in several ways. No longer is hyrule field the spoke that connects them all. You might be able to go straight from zora's domain into kokiri forest, or from the forest into Lake Hylia, so it all feels like one big world.

I'd actually be flabbergasted if each region didn't have its own theme. The question will be how/when they handle musical transitions if there are no loading screens between zones.

Presumably, all the footage we've seen so far takes place around lake hylia/kokiri forest regions, so we've yet to actually embark into hyrule field.
 
I would like a more dynamic, but minimal overworld theme and music in general. Something that compliments the location and scenery and can quickly transition to fit the mood be it combat or some other event like just you speeding up on Epona.

Having too loud or present bgm kind lessens its impact in more poignant moments in the game where had it otherwise been very minimal and unobtrusive those stings and ramp ups in volume and complexity would be a lot more meaningful and tense.
 
In every zelda game, the biggest overworld we have had has been a hyrule field, but as soon as you enter a new zone, the song usually changes. Gerudo Valley, Lake Hylia, etc.

It's very likely that this world has distinct regions, but you can approach them in several ways. No longer is hyrule field the spoke that connects them all. You might be able to go straight from zora's domain into kokiri forest, or from the forest into Lake Hylia, so it all feels like one big world.

I'd actually be flabbergasted if each region didn't have its own theme. The question will be how/when they handle musical transitions if there are no loading screens between zones.

Presumably, all the footage we've seen so far takes place around lake hylia/kokiri forest regions, so we've yet to actually embark into hyrule field.
Maybe it'll just be like TWW. When you get close to a new place the music goes silent and then the new music gets louder as you enter the new area.

...I wonder if we'll have cutscenes to introduce new areas...
 
I wonder just how high that mountain on the south west is and if we'll be able to see the whole world by standing at the summit.
 
Zero²;142844590 said:
I wonder if we will still have puzzle blocks on the dungeons xD

That's one thing I wouldn't mind if they changed. With how much stuff they should be able to do, simple push block onto switch puzzles would be pretty disappointing.
 
Maybe it'll just be like TWW. When you get close to a new place the music goes silent and then the new music gets louder as you enter the new area.

...I wonder if we'll have cutscenes to introduce new areas...

Probably. Especially if they want you to notice certain landmark that you should be approaching to make progress. Almost every zelda does the pan of the new area when you enter it.
 
It's an interesting point: this Zelda is doing a 3D overworld differently than any previous entry, so it stands to reason that music will be handled differently.
 
Aonuma said he was sick of block puzzles after TP.

There really haven't been any since then.

I agree with and am happy with the change.

I think it would be great to have puzzles focused around exploring, and attention to detail, now that we have a much large world and destruction, like knocking over pillars and dislodging boulders and more abstract interactions like that. Along with the more standard switch puzzles and using items in unique ways. SS was rather good about all this so building off that would be a step in the right direction for me.

Block puzzles are fun, but limited in their use and after so many games I think we've seen just about all we can from them for the most part. One or two for old time's sake would be fun though.

It better be 100% orchestrated.

Isn't that bit too restrictive since you can have as subtle of transitions between actions. Fully orchestrated will result in more sharp and abrupt ends and starts of music where as synthetic or whatever it's called allows for build ups and gradual transitions.
 
You mean the guy who did the Skyward Sword soundtrack? ;p

Ah. Haven't played Skyward yet, so I don't know if the soundtrack is really great.


Isn't that bit too restrictive since you can have as subtle of transitions between actions. Fully orchestrated will result in more sharp and abrupt ends and starts of music where as synthetic or whatever it's called allows for build ups and gradual transitions.

If it sounds as good as the Mario Galaxy soundtrack, then that's good enough. I don't know if the Galaxy soundtrack was redbook audio or not, but the game didn't seem to have any problems transitioning from one track to another, and none of the songs had abrupt ends either.

I would really love for this game to go with Celtic style music. Like Enya music or this Crystal Chronicles track here:
https://www.youtube.com/watch?v=mKtPDd3K90I
 
If it sounds as good as the Mario Galaxy soundtrack, then that's good enough. I don't know if the Galaxy soundtrack was redbook audio or not, but the game didn't seem to have any problems transitioning from one track to another, and none of the songs had abrupt ends either.

True, SMG had some great music. I just vaguely remember Koji Kondo discussing way back when before TP came out because so many people were upset the game's soundtrack wouldn't be orchestrated outside the main theme and that was one of his reasons.

I'm not a huge music junky so I've never been that invested in it all. It's always been a complimentary aspect to games for me and not something I really pay attention to at all. Either it's great and really enhanced the experience, does its job competently enough that it's not distracting or harmful to the experience, or it sucks and detracts from the experience. It's never something I particularly pay attention to, it's just always there in the background for me. So orchestrated or synthetic never really mattered much to me. Old NES and N64 tunes are still some of the most memorable melodies I can remember so having a full orchestra with actual professionals and instruments isn't that important for my enjoyment at least.
 
Ah. Haven't played Skyward yet, so I don't know if the soundtrack is really great.




If it sounds as good as the Mario Galaxy soundtrack, then that's good enough. I don't know if the Galaxy soundtrack was redbook audio or not, but the game didn't seem to have any problems transitioning from one track to another, and none of the songs had abrupt ends either.

I would really love for this game to go with Celtic style music. Like Enya music or this Crystal Chronicles track here:
https://www.youtube.com/watch?v=mKtPDd3K90I
Sounds like Spirit Tracks...which also had an awesome soundtrack.

I like Zelda when it picks a specific culture of music to emulate. MM had Chinese Opera Music, TWW/ST had celtic music, SS sounded...Balinese? OoT went everywhere from Country music to Swahili, Islamic and Spanish music. And it worked out somehow...

Just pick something western or eastern and go with it. The piano/violin sounds too generic to me.

True, SMG had some great music. I just vaguely remember Koji Kondo discussing way back when before TP came out because so many people were upset the game's soundtrack wouldn't be orchestrated outside the main theme and that was one of his reasons.

I'm not a huge music junky so I've never been that invested in it all. It's always been a complimentary aspect to games for me and not something I really pay attention to at all. Either it's great and really enhanced the experience, does its job competently enough that it's not distracting or harmful to the experience, or it sucks and detracts from the experience. It's never something I particularly pay attention to, it's just always there in the background for me. So orchestrated or synthetic never really mattered much to me. Old NES and N64 tunes are still some of the most memorable melodies I can remember so having a full orchestra with actual professionals and instruments isn't that important for my enjoyment at least.
I think they have the technology for this now. I very clearly hear orchestrated music layer and transition dynamically in both the Galaxy games and in SS.
 
Isn't that bit too restrictive since you can have as subtle of transitions between actions. Fully orchestrated will result in more sharp and abrupt ends and starts of music where as synthetic or whatever it's called allows for build ups and gradual transitions.

Hate to bring it up again, but SotC does a great job of using dynamic, partially orchestrated tracks.
 
If there is one thing you guys ABSOLUTELY want to be changed/added etc. what would it be? Mine is Difficulty, or lack thereof. I want to be challenged again: puzzles that require actual thinking, enemy's that not only do more damage, but also require certain strategies, and furthermore: don't tell me were I need to go every time, but instead give slight hints. Going prepared inside a dungeon, with potions, lon-lon milk and what not. That way certain dungeons may be played in any order, but you not yet having empty bottles, damage resistant tunic and/or items to easily kill certain enemys in that dungeon, makes it hard to actually complete it in that order.

Furthermore I want to feel the excitement of danger/diffuclty and feel like I'm really progressing through the game because of MY doing, instead of ''auto-piloting'' my way through and kill the easy as fuck boss in 3 hits. Every Zelda after MM has failed in that regard, and IMO its done them more harm than good. So drop that miyamoto's ''needs to be accessible for everyone'' and turn the difficulty up a notch.
Also please turn of the note ''you've picked up x rupees/item'', it drove me insane in TP and even more so in SS.

Rant mode off...

@Ragnarok: your analysis are quite good indeed, and you've persuaded me. I think you are right on plains taking place at the mid of the zoomed out map.
 
If there is one thing you guys ABSOLUTELY want to be changed/added etc. what would it be? Mine is Difficulty, or lack thereof. I want to be challenged again: puzzles that require actual thinking, enemy's that not only do more damage, but also require certain strategies, and furthermore: don't tell me were I need to go every time, but instead give slight hints. Going prepared inside a dungeon, with potions, lon-lon milk and what not. That way certain dungeons may be played in any order, but you not yet having empty bottles, damage resistant tunic and/or items to easily kill certain enemys in that dungeon, makes it hard to actually complete it in that order.

I'd love for damage to be a minimum of half a heart.

Better yet, give me a difficulty option or a Hero mode from the outset and let me die in a Zelda game.
 
If there is one thing you guys ABSOLUTELY want to be changed/added etc. what would it be? Mine is Difficulty, or lack thereof. I want to be challenged again: puzzles that require actual thinking, enemy's that not only do more damage, but also require certain strategies, and furthermore: don't tell me were I need to go every time, but instead give slight hints. Going prepared inside a dungeon, with potions, lon-lon milk and what not. That way certain dungeons may be played in any order, but you not yet having empty bottles, damage resistant tunic and/or items to easily kill certain enemys in that dungeon, makes it hard to actually complete it in that order.

Furthermore I want to feel the excitement of danger/diffuclty and feel like I'm really progressing through the game because of MY doing, instead of ''auto-piloting'' my way through and kill the easy as fuck boss in 3 hits. Every Zelda after MM has failed in that regard, and IMO its done them more harm than good. So drop that miyamoto's ''needs to be accessible for everyone'' and turn the difficulty up a notch.
Also please turn of the note ''you've picked up x rupees/item'', it drove me insane in TP and even more so in SS.

Rant mode off...

@Ragnarok: your analysis are quite good indeed, and you've persuaded me. I think you are right on plains taking place at the mid of the zoomed out map.

I'm not sure I play 3D Zelda for difficulty. But I want the end game to at least be hard enough to make people turn around and start sidequesting for hearts/armor/weapons/bottles.

I want NPC interaction that is meaningful. I want sub-plots everywhere that make up a bigger story. And I want Link and the player to have the ability to form meaningful interactions with other characters...outside of cutscenes. ALBW completely failed when it came to NPCs...

I also want the dungeons to be a lot scarier. The overworld and towns should feel like safe havens, and the dungeons should feel forbidden. There should be some courage involved to go from the main game into the dungeons.
 
Hero mode from the start, please. Or selectable difficulties. It's just time, Nintendo.


I don't think there's ever been a bad Zelda overworld theme. I was never huge on the TP one, but it's still good and certainly has its fans.

Surprisingly, I think this is one of the best: Spirit Tracks: Realm Overworld
 
This is too spacey-futuristic sounding.

I'd prefer something like this:
https://www.youtube.com/watch?v=mPN_P5J9s1U

This kind of track would be perfect for exploring hyrule field at night.

The album from the track in my post came out in the same year OOT came out. So the two of them are very close in my head and complimentary. I'd play this album and sit in my bed and draw places and maps for imaginary adventure games. Thus to some extended I crave for this kind of dreamy soundscapey stuff to go with my Zelda. Your link kind of works too. For the record, I don't care about Madonna, just William Orbit.

Also:

https://www.youtube.com/watch?v=V3H9VsBDNiM
 
What on earth? I'm not sure if this is real life anymore... Skyward Sword soundtrack is frumpy Disney music???

I almost think people hate on SS just to hate on it. There's clearly some flaws (none of which bothered me) but music is just obviously not one of them.
 
SS sounded like...

frumpy Disney soundtrack music most of the time. It was bad.

d1lD3vA.gif
 
I barely remember the music for TP/SS thanks to the ambient sound direction. No thanks.

No, you can't do this. You can't just choose to dislike everything and make up stuff even if you don't like the game.

Groose's Theme
Loftwing Theme
Romance Theme
Fi's Theme
Ghirahim Battle
Bamboo Island
Koloktos Battle
The Sky
Earth Temple
Bug Island

Not to mention, ambient tracks have been part of the series since ALTTP. They're very prominent in OOT, MM, and TWW as well. Kondo has listed Phillip Glass as one of his influences for dungeon themes. Hajime Wakai carried on that tradition in TWW and SS as well. But to say that the songs are forgettable because they're ambient is to ignore the wealth of non-ambient tunes that are in both SS and TP.
 
The album from the track in my post came out in the same year OOT came out. So the two of them are very close in my head and complimentary. I'd play this album and sit in my bed and draw places and maps for imaginary adventure games. Thus to some extended I crave for this kind of dreamy soundscapey stuff to go with my Zelda. Your link kind of works too. For the record, I don't care about Madonna, just William Orbit.

Also:

https://www.youtube.com/watch?v=V3H9VsBDNiM

Oh this one is great.
 
SS sounded like...

frumpy Disney soundtrack music most of the time. It was bad.

Well, most notably Eldin Volcano. I just hate that track. I love Lanayru mining facility's though. It's a real back and forth with that game in most regards.

Although as long as the gameplay is handled well, that's what's most important.
 
I want NPC interaction that is meaningful. I want sub-plots everywhere that make up a bigger story. And I want Link and the player to have the ability to form meaningful interactions with other characters...outside of cutscenes. ALBW completely failed when it came to NPCs...
Yeah, NPC interaction and how they interact with each other is pretty important. MM handled that beautifully.

SS sounded like...

frumpy Disney soundtrack music most of the time. It was bad.
Another thing I agree with. Most tubes where orchestrated and the sound quality was good, but the music felt so completely random and ''off''; no melody and memorable tune, except for that ''woods theme'', which was OK and the ''main them'', which wasn't even in the game if I recall correctly (aside from a remixed version I think). Also, no intro and no title screen music were another letdown.
 
Not to mention, TP had one of the most prominent and melodic overworld themes since the original. They played it everywhere.

There's never been a zelda game with an ambient overworld theme, at least.
 
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