Zelda for Wii U reveal @ Nintendo Treehouse: Live by Reggie, June 14 6PMCEST

Ohh, didn't know that! (it's the only Zelda game I've never played)

Well... because you only attack when you actually swing the Wiimote, if you initiate the jump attack without actually attacking, Link will just jump.

Considering you can vault off of Epona... I wouldn't be surprised if they added a straight jump button. But considering how a lot of Zelda dungeon design is based off using abilities at specific places, it would make more sense to limit that kind of jumping to using Epona.

Zelda is designed in a way that free jumping isn't really needed though.
 
I hope they bring back the sprint meter from skyward sword.

Can't imagine being stuck to rolling again in this big world.
 
Well... because you only attack when you actually swing the Wiimote, if you initiate the jump attack without actually attacking, Link will just jump.

Considering you can vault off of Epona... I wouldn't be surprised if they added a straight jump button. But considering how a lot of Zelda dungeon design is based off using abilities at specific places, it would make more sense to limit that kind of jumping to using Epona.

Zelda is designed in a way that free jumping isn't really needed though.

a jump button would add so much to the Zelda formula though. I wish they just bite the bullet and go through with it.
 
I used to abhor games that didn't allow you to jump. I grew up playing platformers, that's just what I expected all games to behave like. When I started playing Zelda, it took a long time to get used to not being able to do so. And I only truly let go of that quirk after playing Dark Souls.

Whether or not we'll be able to hop manually, we know that Link still hops when running off cliffs.

I hope they bring back the sprint meter from skyward sword.

Can't imagine being stuck to rolling again in this big world.

Well, stamina like SS or not, there absolutely needs to be a sprint function.

lf they bring back the stamina meter l hope they let you upgrade it. l enjoyed the new athletic abilities in SS but running out of breath constantly got old fast.

It needs an overhaul for sure. I'd like them to implement it into basic combat, as long as it's balanced.
 
lf they bring back the stamina meter l hope they let you upgrade it. l enjoyed the new athletic abilities in SS but running out of breath constantly got old fast.
 
It's obvious why thy haven't, they don't want to have to limit what they can do in the future because they have to comply with some story bible or whatever. I think it has the side effect of evoking oral history, which may have been distorted and exaggerated over the years. Not everything has to be an excruitiating Tolkien-esque bore.

Certainly not a bore, no, but the things they could do are really pretty much endless if they decided to give the story and lore more importance.

I'm not complaining though, I'm getting my lore through Dark Souls thankfully.
 
a jump button would add so much to the Zelda formula though. I wish they just bite the bullet and go through with it.
I don't agree at all. I'd say it would be the most unneeded feature you could add.

The series has never relied on platforming much at all (the short segments in the Game boy games and Minish Cap notwithstanding) and vertical distance was always dealt with by climbing in the 3D games (quite well in Skyward Sword's case, I might add).

They don't need Zelda to become more like Mario.
 
IIRC, we've been told that the overworld is the size of the Kyoto. How does that measure up against Xenoblade X?

Isn't Xenoblade X map as big as Skirim, Fallout 4, and Withcer 3 maps combined? I honestly hope Zelda U is smaller than that, unless we also have Skells in Zelda.
 
Isn't Xenoblade X map as big as Skirim, Fallout 4, and Withcer 3 maps combined? I honestly hope Zelda U is smaller than that, unless we also have Skells in Zelda.

I hope it's huge and dense. I want to get lost in a Zelda game again.
 
Isn't Xenoblade X map as big as Skirim, Fallout 4, and Withcer 3 maps combined? I honestly hope Zelda U is smaller than that, unless we also have Skells in Zelda.

Aye it's bigger, but the problem with it is that it's nowhere near as dense as The Witcher 3. I'd prefer something along the Witcher 3's size, if not smaller, but packed with meaningful content and awesome side quests, again, like the Witcher's.
 
I mean, don't get me wrong, I loved Xenoblade X. But without a way to quickly transverse everything (just a horse won't cut it), I see no reason why Zelda should try and go as big as it.
 
I'd rather they fill the overworld with meaningful places to explore. Man, the possibilities are endless. I hope they don't fuck this up.

But knowing them, they will in one way or another.
 
I don't want Zelda to be like any other game, so comparing size and content and stuff feels pointless to me. The Witcher 3 has plenty of content and the right kind of world for its type of game, but Zelda is still different: It needs to serve its own kind of charm.
 
As long as it's better than Skyword Sword... Or Twilight Princess...

Then again, those games looked excellent when they were originally shown. The problems in Zelda games usually don't show up until you're halfway through the game and then the painful padding and lack of interesting ideas sets in.

I cant see eye to eye with the part of the fanbase that sees anything not in the basic definition of a dungeon as painful padding. I liked skyward sword a lot.
 
I hope some of the snappiness of A Link Between Worlds spills over on the new Zelda. Going from place to place, especially once you've discovered some Weather Vanes, is so quick and nice. I imagine just the loading times alone will make this hard, but the pacing of that game and its traversal is so good. A lot of it is due to the 2D perspective, but with Skyward Sword they tried making things a bit faster and I'd llike to see them experiment more to speed up the pace of 3D Zeldas.

I also would love them to really try and create that feeling most of us probably know where the game world in the beginning is a bit intimidating and you can only really see and master a few parts of it, but with time as you grow stronger and explore more you start to feel like you're the king of this place. In games like ALBW this becomes especially apparent as the music intensifies and becomes more epic when you clear all the dungeons of each of the worlds, symbolising that you've mastered and liberated this world. In the 3D games it's been a while since I had that sort of feeling. Skyward Sword had none of it; I'd say OoT and Wind Waker had some of it, especially Wind Waker where the ocean beyond Outset Island was completely uncharted to you and a bit frightening at first.
 
If the world in Zelda Wii U is really as huge as we're lead to believe then I'd have to imagine that the game will contain many methods of transportation. We know that Epona is present and likewise the sailcloth as we saw in the Game Awards gameplay, maybe the bird will return too from Skyward Sword? Maybe the game contains many elements from every Zelda like the masks and a boat
and the train :p
.
 
Confession: I bought ALBW the day it released and still have yet to play it, likewise MM 3D :/ I've been really bad with playing games in the last few years. I might use this year to catch up, being the anniversary and all that.
 
Speaking of the snappiness of LBW, I really hope the game starts up as quick as that one too.

Honestly, while I like a quick startup, I think an opening similar to Skyward Sword's is fine, and would be perfect for this game as simply unleashing you on this massive world could be troublesome (people would be unsure of what to do), you should give the player some kind of reason for their adventure to begin with and something to strive for, then unleash them.
 
Honestly, while I like a quick startup, I think an opening similar to Skyward Sword's is fine, and would be perfect for this game as simply unleashing you on this massive world could be troublesome (people would be unsure of what to do), you should give the player some kind of reason for their adventure to begin with and something to strive for, then unleash them.

Yeah, it shouldn't be as fast paced as ALBW. The game should allow the player to enjoy the surroundings and the narrative
 
Aye it's bigger, but the problem with it is that it's nowhere near as dense as The Witcher 3. I'd prefer something along the Witcher 3's size, if not smaller, but packed with meaningful content and awesome side quests, again, like the Witcher's.

I agree that it's nowhere near as dense, because it's an entirely different thing lol

Different aim in gameplay and exploration style, which makes both very dense in the kind of "content" and sense of discovery/exploration that they went for.
 
I don't agree at all. I'd say it would be the most unneeded feature you could add.

The series has never relied on platforming much at all (the short segments in the Game boy games and Minish Cap notwithstanding) and vertical distance was always dealt with by climbing in the 3D games (quite well in Skyward Sword's case, I might add).

They don't need Zelda to become more like Mario.


No it wouldn't. This isn't LoK or Darksiders.


It's bigger (400km2 vs ~150+40+40). I think Zelda would be perfectly ok with ~100km2.
I suppose it's natural to draw immediate comparisons to other franchises, considering how versatile the series is. But I did not think of a single franchise when I thought about the jump feature, hell I didn't play Darksiders and Mario was never in my mind (I don't know what LoK is).

When I said the jump button would add a lot more to the game its because I was thinking about the verticality of the dungeon and overworld. It's funny that you mentioned Skyward Sword because that was one game that would have greatly benefited Link's traversal capabilities by having a jump button because you basically needed a wall every time you wanted to go up. Previous games always had a 'workaround' this problem, MM had the Deku Flowers, WW had the leaf, and TP had an over reliance on clawshots, all of these could have been complimented by Link's ability to jump and it would have created different dungeon designs.
I don't want areas that require precise jumps, I don't want double jumps, I simply want to traverse areas with the need to climb or cling on to a wall for that.
 
Honestly, while I like a quick startup, I think an opening similar to Skyward Sword's is fine, and would be perfect for this game as simply unleashing you on this massive world could be troublesome (people would be unsure of what to do), you should give the player some kind of reason for their adventure to begin with and something to strive for, then unleash them.
Perhaps, but the initial scenario that guides you through the opening could at least have some sense of urgency, kind of like the beginning to a link to the past. There are ways to have both slow introduction to gameplay while also making the player really interested and concerned about what's happening.
 
At this point they can't possibly meet my expectations. I want:

- seamless exploration, from the beginning. no invisible walls or any similar bullshit.
- a strong lore background that you can uncover through hidden books scattered throughout the world
- a strong focus on non-linearity
- no hand-holding outside the tutorial
- optional tutorial. on the contrary, encourage the player to find things out for themselves, because that's what Zelda should be all about in the first place
- polished and streamlined gameplay experience (including things like choosing your text speed, skipping cutscenes, no gameplay interruptions, no forced mentions of hints, etc.
- lots and lots of item usage outside of dungeons, possibly even for unlocking new parts of the overworld
- meaningful item upgrades that can be created through found materials throughout the overworld and in dungeons
- no more an overabundance of 20 ruppees chests. major chests should contain something meaningful. ALBW did an excellent job of that, at least for dungeon chests
- an antagonist with some much needed depth and strong characterization. the possibilities are endless here, just don't revert back to "pure evil incarnated" nonsense

I can't code or create games in the least, but I would be a hell of a nice "creative director" for a Zelda game, as I'm sure a lot of you would be.
 
At this point they can't possibly meet my expectations. I want:

- seamless exploration, from the beginning. no invisible walls or any similar bullshit.
- a strong lore background that you can uncover through hidden books scattered throughout the world
- a strong focus on non-linearity
- no hand-holding outside the tutorial
- optional tutorial. on the contrary, encourage the player to find things out for themselves, because that's what Zelda should be all about in the first place
- polished and streamlined gameplay experience (including things like choosing your text speed, skipping cutscenes, no gameplay interruptions, no forced mentions of hints, etc.
- lots and lots of item usage outside of dungeons, possibly even for unlocking new parts of the overworld
- meaningful item upgrades that can be created through found materials throughout the overworld and in dungeons
- no more an overabundance of 20 ruppees chests. major chests should contain something meaningful. ALBW did an excellent job of that, at least for dungeon chests
- an antagonist with some much needed depth and strong characterization. the possibilities are endless here, just don't revert back to "pure evil incarnated" nonsense

I can't code or create games in the least, but I would be a hell of a nice "creative director" for a Zelda game, as I'm sure a lot of you would be.
If anything the creative side is just as difficult, if not more, than the technical side. try designing a game (no need for it to be a computer game, just a game), and you will see.
 
At this point they can't possibly meet my expectations. I want:

- seamless exploration, from the beginning. no invisible walls or any similar bullshit.
- a strong lore background that you can uncover through hidden books scattered throughout the world
- a strong focus on non-linearity
- no hand-holding outside the tutorial
- optional tutorial. on the contrary, encourage the player to find things out for themselves, because that's what Zelda should be all about in the first place
- polished and streamlined gameplay experience (including things like choosing your text speed, skipping cutscenes, no gameplay interruptions, no forced mentions of hints, etc.
- lots and lots of item usage outside of dungeons, possibly even for unlocking new parts of the overworld
- meaningful item upgrades that can be created through found materials throughout the overworld and in dungeons
- no more an overabundance of 20 ruppees chests. major chests should contain something meaningful. ALBW did an excellent job of that, at least for dungeon chests
- an antagonist with some much needed depth and strong characterization. the possibilities are endless here, just don't revert back to "pure evil incarnated" nonsense

I can't code or create games in the least, but I would be a hell of a nice "creative director" for a Zelda game, as I'm sure a lot of you would be.
Some of this stuff were already mentioned throughout various interviews, and even in these remasters/albw they've been trying to improve the options for the players. And even if you can't code, being able to know what is feasible with their current tools is key to make a functional game. I don't think many people would be able to keep focus on a project for many years, specially one that has a lot of fans like zelda.
 
I hope some of the snappiness of A Link Between Worlds spills over on the new Zelda. Going from place to place, especially once you've discovered some Weather Vanes, is so quick and nice. I imagine just the loading times alone will make this hard, but the pacing of that game and its traversal is so good.

The new Zelda will be on a new system. There's a chance that with the faster memory and NAND storage that loading times could be really great. Especially since assets have to perform well on the Wii U as well.
 
I mean, don't get me wrong, I loved Xenoblade X. But without a way to quickly transverse everything (just a horse won't cut it), I see no reason why Zelda should try and go as big as it.

Zelda games have had warp points since the very first game. I don't see why this would be any different.
 
i'm probably not the first person to try this, but awhile ago i attempted to use screengrabs from the game awards footage to get a sense of how big the world could be:

kHaCD2r.gif
 
I can't code or create games in the least, but I would be a hell of a nice "creative director" for a Zelda game, as I'm sure a lot of you would be.

Kinda dismissive of people who actually work in those positions when you've probably never done anything in that field at all don't you think? I mean if you can't code in the slightest how do you even know what is feasible to ask for, or what specifically you should ask for to achieve that vision?
 
Its possible this game will force you to use Gamepad only?
If Nx has some type of second screen.

I do think the NX will have a screen, or at least be compatible with the portable version.

My reasoning is because of Miiverse. They are not going to drop that community which fosters posting and drawing and all that will be too difficult without a touchscreen.
 
Honestly, while I like a quick startup, I think an opening similar to Skyward Sword's is fine, and would be perfect for this game as simply unleashing you on this massive world could be troublesome (people would be unsure of what to do), you should give the player some kind of reason for their adventure to begin with and something to strive for, then unleash them.

God no. You can establish motivation and plot without dragging the player through boring tasks for an hour or more. I want to play the game, I don't want to run errands just to get to the game. I haven't been able to get through the intro of Skyward Sword again (or other games like Kingdom Hearts 2) because of this. It's so boring, especially on replays.

Skyrim has a huge open world, and it drops you into it fast. Nobody complained and everyone loves that game. Take off the training wheels, and let me play the game. Take 15 minutes to setup the plot and basic mechanics and let me go.
 
i'm probably not the first person to try this, but awhile ago i attempted to use screengrabs from the game awards footage to get a sense of how big the world could be:

kHaCD2r.gif

*drool* That gif is more hype-inducing that all the known footage so far (yeah, how sad is that? :p). Now I hope Aonuma's team is filling each square with at least one secret/hidden cave/special detail (not necessarily behind a puzzle, please) to make the exploration enjoyable. I'm surely asking for too much but that way the map would be very remarkable.
 
*drool* That gif is more hype-inducing that all the known footage so far (yeah, how sad is that? :p). Now I hope Aonuma's team is filling each square with at least one secret/hidden cave/special detail (not necessarily behind a puzzle, please) to make the exploration enjoyable. I'm surely asking for too much but that way the map would be very remarkable.
it would be nice if Nintendo put in half as much detail/side stuff as other open world games such as Witcher, Skyrim, etc... though I can't really imagine that happening.
 
it would be nice if Nintendo put in half as much detail/side stuff as other open world games such as Witcher, Skyrim, etc... though I can't really imagine that happening.

My hope is they've never attempted that sort of thing and that's what's causing the delays.
 
it would be nice if Nintendo put in half as much detail/side stuff as other open world games such as Witcher, Skyrim, etc... though I can't really imagine that happening.

I hope they put a lot of significant sidequests, like the Anju/Kafei one and not a bunch of "hey link, help me carry these pumpkins" or "i lost my cat".
 
God no. You can establish motivation and plot without dragging the player through boring tasks for an hour or more. I want to play the game, I don't want to run errands just to get to the game. I haven't been able to get through the intro of Skyward Sword again (or other games like Kingdom Hearts 2) because of this. It's so boring, especially on replays.

Skyrim has a huge open world, and it drops you into it fast. Nobody complained and everyone loves that game. Take off the training wheels, and let me play the game. Take 15 minutes to setup the plot and basic mechanics and let me go.

I never finished Skyrim because I didn't know what to do.
Also Skyward Sword's intro was a bit slow but I think every game still needs an intro, just not that long (or boring).
 
I hope they put a lot of significant sidequests, like the Anju/Kafei one and not a bunch of "hey link, help me carry these pumpkins" or "i lost my cat".

In non-rushed Zelda games, stuff like the Anju/Kafei quest would have been part of a whole dungeon/significant subplot; they could always just do that in this game, I honestly don't see much of a need to create such complex narrative-heavy optional content that the vast majority of people will ignore considering the nature of these games.

Cool and quirky, but simple stuff like the aliens invading the ranch in MM or the haunted restroom quest in SS would be pretty neat imo.
 
I am worried about the gimmick in the game because I didn't like the wolf or motion controls. However, I just remembered the awesome wall mechanic in Link Between Worlds. It was totally unexpected and allowed you to get around in a cool way without having to resort to platforming mechanics.
 
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