Legend of Zelda Wii U Gameplay Demo

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Maybe a stupid question, but do you think the boxart for this game will be artistic with only showing the name of this Zelda game? I hope they wont put Link on the boxart, I prefer it simple, because this game looks very artistic.
I would be happy with something like that first image from last year's E3
2557861-zelda_001.jpg
 
Maybe a stupid question, but do you think the boxart for this game will be artistic with only showing the name of this Zelda game? I hope they wont put Link on the boxart, I prefer it simple, because this game looks very artistic.
I'm pretty sure they've put Link on every cover since WW, here in the states, and on every cover since the beginning in Japan at least I think, so he'll likely be on the cover, hell he's basically the mascot of the series at this point so I wouldn't expect him to not be there, and frankly I like seeing him on the cover, but that's just me.

Also, man this is an old thread. 0_o
 
I do think Link needs to be on the boxart. He is such an iconic character, even if his look we've seen up until now is very different. If he does end up getting his green tunic, then that's an icon right there. The game needs that to sell. Just look at how much Hyrule Warriors sold for being tied to the Zelda series. Link's image will definitely help it stand out.

For example, I always had an issue with the boxart of Ni No Kuni. It's a beautiful and simple box, but the game's main selling point is the Studio Ghibli art and that is no where to be seen on the box! I am sure had they used artwork it would've stood out much more and sold better.

With that said the name 'Zelda' and the logo with red letters is just as iconic as Link so they could make it work, but I doubt it.
 
Maybe a stupid question, but do you think the boxart for this game will be artistic with only showing the name of this Zelda game? I hope they wont put Link on the boxart, I prefer it simple, because this game looks very artistic.

Boring as hell. They've done that too many times. Artwork please.
 
Ugh, that's by far the worst. For me, Zelda is an amalgamation of Norse, Grecian and Arabic mythology. Celtic is the worst kind of deviance. It doesn't fit with Katsuya Terada's artwork at all which is my ideal style of Zelda design.

While I don't disagree, my point is moreso that Wakai is really good at drawing from celtic stuff. I doubt they'd ever go one way though. One of Wakai's best themes is Dragon Roost, which is either Latin or Mediterranean inspired. Kondo's stuff pulled way more from the elements you describe, so I can't see them deviating too far from that.

my one hope with this game's cover is that NOA drops their fascination with gold covers

This, although TP did this and I thought that boxart was kind of lame. Either way, death to the piss filter! At least just use the same art as the normally superior JP/EU stuff.

To be fair, the Skyward Sword boxart was beautiful.

Opinions are opinions, but I preferred the Japanese boxart:

box-art-battles-20120201002214117.jpg
 
I hope NPCs actually travel between towns and you can run into them on the way there. And that they have set schedules, MM style. I remember being in Ikana on the first day and seeing Sakon leaving his place. I should have just dropped what I was doing and followed him, but I assume that he actually runs all the way to town before stealing the bombs from the old lady.
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I fully agree with you. I hope Zelda U takes some inspiration from MM and lift it to a new level.

But the problem is that there is no cycle anymore. This time we have a regular clock. I wonder if they can resets things we wouldn't notice?

Let me repost this since no one replied:

I was listening to Gamexplain's recent video about "A Newcomer's Thoughts on Zelda: Majora's Mask 3D", and the guy was saying how it impressed him when he finished a dungeon (I think the snowhead temple?), how the environment would change to reflect that and he thought that he really felt like what he did actually mattered into the world of the game.

And then I thought of that comment Miyamoto made recently about how what you do could change the world/environment in Zelda WiiU, and I got really excited about the prospect of the world being a "living" place ala Majora's Mask. We already know there are going to be a lot of sidequests. I believe Miyamoto or Aonuma made a comment saying that this game has a night/day cycle (and a weather system too?), and there's also the comment about the trees "having apples the last time we were here".

So, like I said on previous comments, all of that leads me to believe that this game will have NPCs with schedules judging by the clock seen on the map screen and how there's a night/day cycle, weather system, possible camping equipment on the horse to "pass the time" (like how Xenoblade Chronicles X is doing, and like Skyward Sword did).

Certain people have said "but how will schedules work here if Majora's Mask let you rewind time?".
Well, you don't need to rewind. You just go or follow an NPC to start the sidequest, if you can't keep up or you don't figure out at what time you are supposed to encounter him next, then you just start over the next day.
Or maybe you "complete" a certain phase of that sidequest on one day, and then continue with the next phase the next day.
 
Let me repost this since no one replied:

I was listening to Gamexplain's recent video about "A Newcomer's Thoughts on Zelda: Majora's Mask 3D", and the guy was saying how it impressed him when he finished a dungeon (I think the snowhead temple?), how the environment would change to reflect that and he thought that he really felt like what he did actually mattered into the world of the game.

And then I thought of that comment Miyamoto made recently about how what you do could change the world/environment in Zelda WiiU, and I got really excited about the prospect of the world being a "living" place ala Majora's Mask. We already know there are going to be a lot of sidequests. I believe Miyamoto or Aonuma made a comment saying that this game has a night/day cycle (and a weather system too?), and there's also the comment about the trees "having apples the last time we were here".

So, like I said on previous comments, all of that leads me to believe that this game will have NPCs with schedules judging by the clock seen on the map screen and how there's a night/day cycle, weather system, possible camping equipment on the horse to "pass the time" (like how Xenoblade Chronicles X is doing, and like Skyward Sword did).

Certain people have said "but how will schedules work here if Majora's Mask let you rewind time?".
Well, you don't need to rewind. You just go or follow an NPC to start the sidequest, if you can't keep up or you don't figure out at what time you are supposed to encounter him next, then you just start over the next day.
Or maybe you "complete" a certain phase of that sidequest on one day, and then continue with the next phase the next day.

It would be cool to have special events in specific days of the week, like a big band show on saturdays. I don't know if the day of the week will matter since i think i only saw the in-game clock showing the time, but not the day. I'm really excited for these little details
 
I doubt there are going to be days of a week. The reason why Majora's Mask settled on 3 days (it was originally a week) was because 3 days was the perfect balance. A week would have been too long.

In Zelda WiiU's case, asuming I'm right about NPCs with schedules, then a week would also be too long. I wouldn't want to wait days for something to happen.
 
I doubt there are going to be days of a week. The reason why Majora's Mask settled on 3 days (it was originally a week) was because 3 days was the perfect balance. A week would have been too long.

In Zelda WiiU's case, asuming I'm right about NPCs with schedules, then a week would also be too long. I wouldn't want to wait days for something to happen.

Perhaps they could have daily schedules that change to a new one if you correctly intervene. Like, say, there's a farmer trying to get to market across bandit territory. Each day he sets out, is attacked, and retreats. This repeats daily (because that boy is resolute) for as long as you don't intervene, either because you haven't discovered the scenario or you got distracted by a cucco six days running. Then you intervene, bandits are no more. Now the farmer has a new cycle, popping off to market daily to sell his wares (maybe making some cool new item available to you). But he has a new issue - he's trying to get someone to sell him a site in town so he doesn't have to make the journey every day. Each day he goes to see this character and try to convince them to sell, but nothing doing - until you intervene, and so on. Basically each cycle except the very last has a failure state. Five different cycles would be a pretty involving side quest for one NPC, and there's the excitement of seeing what will happen tomorrow once you successfully intervene.

You could have multiple NPCs across the world, each following an initial daily cycle until you nudge them onto the next, like a train switching tracks. If you were truly diabolically clever, you could have all of them intertwine, or come together once everyone is on their final cycle to reveal some ultimate reward or dungeon, like an episode of Seinfeld tying together seemingly disparate threads.
 
I've been thinking of this idea a long time ago.
If Majora's Mask 3 days cycle idea had to evolve for a new game, maybe it would have worked like this: Have several cycles of a certain number of days each.

In ALttP like in OoT, the games had two distinct parts: Light/Dark World, and Young/Adult Link. Now the parts can be a 3 days cycle to complete the first 3 dungeons, and after a major story plot twist (like getting the Master Sword), starts a new cycle of, idk it doesn't matter, 4 or 5 days to complete the next part of the game.

Of course it will also need some way to rewind the world to a previous period, not only to go back to the beginning of the current story cycle, which can be complicated, but you know, it's just an idea that mix OoT and MM structure.
 
Perhaps they could have daily schedules that change to a new one if you correctly intervene. Like, say, there's a farmer trying to get to market across bandit territory. Each day he sets out, is attacked, and retreats. This repeats daily (because that boy is resolute) for as long as you don't intervene, either because you haven't discovered the scenario or you got distracted by a cucco six days running. Then you intervene, bandits are no more. Now the farmer has a new cycle, popping off to market daily to sell his wares (maybe making some cool new item available to you). But he has a new issue - he's trying to get someone to sell him a site in town so he doesn't have to make the journey every day. Each day he goes to see this character and try to convince them to sell, but nothing doing - until you intervene, and so on. Basically each cycle except the very last has a failure state. Five different cycles would be a pretty involving side quest for one NPC, and there's the excitement of seeing what will happen tomorrow once you successfully intervene.

You could have multiple NPCs across the world, each following an initial daily cycle until you nudge them onto the next, like a train switching tracks. If you were truly diabolically clever, you could have all of them intertwine, or come together once everyone is on their final cycle to reveal some ultimate reward or dungeon, like an episode of Seinfeld tying together seemingly disparate threads.

Exactly. That's pretty much the example I said on my previous post. It could work perfectly like that.
 
Exactly. That's pretty much the example I said on my previous post. It could work perfectly like that.

Heh, I just tried to avoid bumping this thread : )

Thoughts and comments much appreciated over there!

EDIT: oh god, I just read your previous post and now I feel like I plagiarised it for my thread! It's even got the same Snowhead example. Sorry ReyVGM, I swear I only read the comment I replied to!
 
my one hope with this game's cover is that NOA drops their fascination with gold covers

Amen. This "Midas Touch" fascination is kind of annoying and really takes away from some beautiful colouring the Nintendo artists are capable of. Make the game cart or the game cart visual gold, but leave the box with something other than gold (so yeah, that SS one gets a 'pass')
 
This, although TP did this and I thought that boxart was kind of lame. Either way, death to the piss filter! At least just use the same art as the normally superior JP/EU stuff

I'm kindaaaaaa okay with the piss filter since, as you mentioned, they used the JP/EU boxart but I'd rather it not be there at all.

they dropped it with mm3d so there's hope

in europe, however, we enjoy good boxart all the time

Oh yeah, they did do that! I'm guessing that was to complement the original game, though.

Amen. This "Midas Touch" fascination is kind of annoying and really takes away from some beautiful colouring the Nintendo artists are capable of. Make the game cart or the game cart visual gold, but leave the box with something other than gold (so yeah, that SS one gets a 'pass')

I thought of it more as them paying tribute to the original LOZ boxart.

Which, yeah, was iconic but it's been done to death at this point.
 
I don't like that he used the word 'accessible'. That word just has a negative connotation for me these days when it comes to games. Accessible, appealing to a broader audience, etc. Worrisome.

This is the game that might get me to eventually get a Wii U, but my one grip from what little we've seen so far is the world seems very empty. I'd like to see more enemies more frequenly on screen when traversing the wilds, or animals, or something. Just grass and trees doesn't do it for me.

Looking forward to seeing some stuff closer to and after launch to make a firm decision.
 
When is Nintendo going to grow some balls and make Zelda the hero and Link the 'damsel in distress?'

Or just gender-swap Link and Zelda. Link's halfway there already. COME ON!
 
When is Nintendo going to grow some balls and make Zelda the hero and Link the 'damsel in distress?'

Or just gender-swap Link and Zelda. Link's halfway there already. COME ON!


Why though? What exactly does this achieve? I'm perfectly happy with my Link being male, as that is the intention of the creator, and how I want the game to be played.
 
I try to avoid reading Zelda threads as it will most probably end up with people discussing Skyward Sword's controls but I can't help myself.

I also realised this is the last thread I can discuss Zelda U in before I avoid all upcoming news/videos, sad!.

Yeah, if Skyward Sword is any indication, we should probably stop reading up on Zelda U news after E3.

I'll be watching the E3 trailer and read any subsequent interviews with the developers, but won't watch any new video material. They fucking spoiled 80% of Skyward Sword before its release, so dumb.
 
Had a weird dream. I was playing Zelda U but not on the gamepad or pro controller. It had a trackpad and making a quick swipe made Link swing his sword in the same direction. Then I realized it was a dream and woke up.

Random thought while playing MM3D: I hope they give Link multiple jump animations again. I love the way he flips and does somersaults in MM.
Damn straight they should. So boss!
 
I want link to be able to slow mo jump off of epona and grab apples from trees to recover health without stopping to pick up hearts. I know it won't happen but I want it
 
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