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Zelda: Breath of the Wild: Launch trailer, JP boxart, March 3, 2017

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I just hope the past isn't cutscenes only, it would feel very uneven and a poor way to do exposition I feel. Luckily the present seems like it's full of characters and epic moments, but still... I want Zelda to be -if not playable- at least a companion.

I guess worst case scenario for me would be that we only see Zelda in non playable flashbacks, and in the present she's trapped in the castle or something (hence why the King of Hyrule would ask to save his daughter).

I'm picturing parts of it like the "Ciri's Story" portions of the Witcher 3. Maybe where you actually do play as Zelda rather than Link.

But according to the UI
the recovered memories appear to just be cutscenes. Hopefully there are those cutscenes in addition to some of the above described gameplay.
 
I just hope the past isn't cutscenes only, it would feel very uneven and a poor way to do exposition I feel. Luckily the present seems like it's full of characters and epic moments, but still... I want Zelda to be -if not playable- at least a companion.

I guess worst case scenario for me would be that we only see Zelda in non playable flashbacks, and in the present she's trapped in the castle or something (hence why the King of Hyrule would ask to save his daughter).

I don't think this going to happen.
The 18 memory sequences imply that the past is definitely not playable
. Also I disagree that cutscenes alone make poor exposition because Zelda for length of the 3D entries has gotten consistently better at using nice cinematography and visual metaphor and BoTW seems progresses on this (dare I say it'll probably be better than MGSV and it'll probably be up there with UC4 in terms of cutscene direction).

As for Zelda as a companion, it might happen for a couple sections, probably more than other Zelda games. But there's a definite emphasis on keeping Link traveling alone in this game that I'm not sure that Zelda as a companion will happen too often.
 
I don't think this going to happen.
The 18 memory sequences imply that the past is definitely not playable
. Also I disagree that cutscenes alone make poor exposition because Zelda for length of the 3D entries has gotten consistently better at using nice cinematography and visual metaphor and BoTW seems progresses on this (dare I say it'll probably be better than MGSV and it'll probably be up there with UC4 in terms of cutscene direction).

As for Zelda as a companion, it might happen for a couple sections, probably more than other Zelda games. But there's a definite emphasis on keeping Link traveling alone in this game that I'm not sure that Zelda as a companion will happen too often.

As soon as I figure out how to tame a fox, I'll refuse to travel alone. I want companions up the wazoo. I just don't want them talking and telling me what to do. Just because we're done with annoying guides, doesn't mean we can't have great friendly AI following us along.
 
I will find a horse and probably stick with it for the rest of the game. Then it will most likely die for some stupid reason and i will feel bad. I think the past won't be playable, but i feel that we will have zelda with us for some moments in the present.
 
I am SOO ready for this game!

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As soon as I figure out how to tame a fox, I'll refuse to travel alone. I want companions up the wazoo. I just don't want them talking and telling me what to do. Just because we're done with annoying guides, doesn't mean we can't have great friendly AI following us along.
Can't say we're done for sure with talkative guides. Zelda guides you telepathically and we don't know if she'll keep doing that. And whenever you get a new objective or complete one it gets all up in your face.
 
Can't say we're done for sure with talkative guides. Zelda guides you telepathically and we don't know if she'll keep doing that.

Seems like that ends once you activate the first resurrection tower.

They've been doubling down on the freedom of exploration in this game, I don't think there will be a talkative, constant presence.
 
Can't say we're done for sure with talkative guides. Zelda guides you telepathically and we don't know if she'll keep doing that. And whenever you get a new objective or complete one it gets all up in your face.

I wasn't part of the fanbase that was super hateful towards guides. I felt the guides were a major problem and terrible nuisance in some of the titles, but I didn't hate them completely...especially not narratively.

A tiny bit of hand holding is fine. What is insufferable is when I want to do something else and the game basically forces me to turn around. I think the linearity was the culprit, not so much the Navi/Tatl/Midna/Ciela/Fi/Ezlo. BoTW doesn't seem to have that issue at all. Nintendo is addressing everyone's concerns and so far I'd say all my ranting about Skyward Sword has paid off. lol.
 
Seems like that ends once you activate the first resurrection tower.

They've been doubling down on the freedom of exploration in this game, I don't think there will be a talkative, constant presence.
They're not called resurrection towers. They're Sheikah towers. Resurrection tower was just the name of the Sheikah tower near the shrine of resurrection. They changed the name of it to great plateau tower in the latest build.

After activating the tower the old man takes over guide duties.
I wasn't part of the fanbase that was super hateful towards guides. I felt the guides were a major problem and terrible nuisance in some of the titles, but I didn't hate them completely...especially not narratively.

A tiny bit of hand holding is fine. What is insufferable is when I want to do something else and the game basically forces me to turn around. I think the linearity was the culprit, not so much the Navi/Tatl/Midna/Ciela/Fi/Ezlo. BoTW doesn't seem to have that issue at all. Nintendo is addressing everyone's concerns and so far I'd say all my ranting about Skyward Sword has paid off. lol.
If you take too long doing an objective Zelda stops you in your tracks and reminds you.
 
They're not called resurrection towers. They're Sheikah towers. Resurrection tower was just the name of the Sheikah tower near the shrine of resurrection. They changed the name of it to great plateau tower in the latest build.

After activating the tower the old man takes over guide duties.

If you take too long doing an objective Zelda stops you in your tracks and reminds you.

I don't think she'd do that more than once. She was just showing you how to pull up the map.

If she calls Link and says "You've been playing for a while. Maybe you should go take a break." Then I'd like to chuck the Sheikah Slate into a river.
 
Unsure if this is the right place to ask, but is the box-art reversible for the EU copy? I think i saw somewhere that it is but I'm not 100% sure.

I guess that girl was expecting to see a less vulnerable Zelda. Especially with how people kept on hyping up this stuff. Either way, my usual concern isn't about "weakness" it has more to do with screen time. I hate when Princess Zelda hogs up the story while also barely being in the game. It's actually infuriating for me. At least in Ocarina of Time there were other more interesting female characters to balance out Zelda. But in the case of Skyward Sword there was nothing else. If I were to skip every cutscene in Skyward Sword...I would only see Zelda for about 2 minutes of gameplay. That's it.

Honestly...that's very disappointing.

Compare that to Midna in Twilight Princess...she's there for like 15 hours of the game. Marin in Link's Awakening...she's there and following you around for at least 30 minutes to 3 hours while you explore the overworld.

But you know...if Zelda is basically a no-show in this game, then at least there's the cool Goron, Zora and Gerudo characters...and Falco. That too.

Ah, yeah I agree with this. I would love to see more Zelda, SS was disappointing in that aspect.
 
I don't think she'd do that more than once. She was just showing you how to pull up the map.

If she calls Link and says "You've been playing for a while. Maybe you should go take a break." Then I'd like to chuck the Sheikah Slate into a river.

If i remember they pointed out that this is just to activate the first tower. The game itself after that doesn't have this. The great plateau is the starting area, so some initial directions is necessary.
 
I want Wolf Link, but I don't want to play Twilight Princess HD so I won't be doing the cave to upgrade the wolf. Will it even be worth it?

If you protect wolf link at all times it is imo. i don't think there is a time limit of having him, just when he dies you have to wait a day. maybe you can even heal him with food. If so that 1 time a day usage is not even bad at all.

If you currently have a wolf link amiibo it is worth trying unless you want to keeo your tphd package sealed if you have that.
 
Did you guys read the Vice interview with Aonuma? He pretty much confirms the rumors that the game only has 4 dungeons. :/
 
Did you guys read the Vice interview with Aonuma? He pretty much confirms the rumors that the game only has 4 dungeons. :/

I didn't see that anywhere... I did however, see this:

Aonuma said:
Really, the main thing I realized then is that I have to be really careful with what I say, because there's always the possibility of, even when you don't quite mean what you've said, it can be taken differently, and become this big discussion.
 
https://waypoint.vice.com/en_us/art...n-and-breath-of-the-wild-producer-eiji-aonuma

Some interesting questions.

But he didn't said anything about 4 Dungeons. He just said that there are big dungeons.

Given the rumor there are probably just 4 main dungeons. Doesn't mean there aren't other larger non-Shrine dungeon style locations. We've seen possible glimpses at two in the latest trailer. One being the location where you fight the Samurai Shiekah and the other location which looks to be inside Death Mountain or in that region with the fire breathing creature.

Interesting that he highlights the statement from the Old woman about how Ganon having a history with the Royal family.

I wouldn't say that it obviously fits into any one part of the timeline, but if you play the game, you'll be able to work out where it fits. As you probably saw in the trailer, the most recent trailer, there's a woman's voice, and she says: "The history of the royal family of Hyrule is also the history of the Calamity Ganon." And as you know, the Zelda series, up until now, is a history of repeated attacks by Ganon. So, there's food for thought there.

After Zelda II bitches.
I hope.
 
https://waypoint.vice.com/en_us/art...n-and-breath-of-the-wild-producer-eiji-aonuma

Some interesting questions.

But he didn't said anything about 4 Dungeons. He just said that there are big dungeons.

From the interview:

In terms of whether or not we'd considered using voice acting in the past, we definitely have thought about it. We weren't able to do it, though. This time, we could. Now, why we could this time, but not before, is to do with a certain system we've used in the game. But I can't really tell you any more about what that system is, because it'd kind of be giving too much away about the game. You'll just have to play it, and see how the voice acting fits in for yourself.

My guess is that the new system he's talking about is
the memory recollection system, which would consist of fully voice acted scenes. And the main game would still be largely voiceless.
 
n terms of whether or not we'd considered using voice acting in the past, we definitely have thought about it. We weren't able to do it, though. This time, we could. Now, why we could this time, but not before, is to do with a certain system we've used in the game. But I can't really tell you any more about what that system is, because it'd kind of be giving too much away about the game. You'll just have to play it, and see how the voice acting fits in for yourself.

What...What does it mean?

I wouldn't say that it obviously fits into any one part of the timeline, but if you play the game, you'll be able to work out where it fits. As you probably saw in the trailer, the most recent trailer, there's a woman's voice, and she says: "The history of the royal family of Hyrule is also the history of the Calamity Ganon." And as you know, the Zelda series, up until now, is a history of repeated attacks by Ganon. So, there's food for thought there. I don't want to say anything more as I'd like players to work it out for themselves, to play the game and see what they think.

So...at the end of one of the timelines...probably.
 
I'm honestly down with fewer dungeons in general, assuming the completion time of the game isn't hugely decreased. I thought I wanted more dungeons, but Twilight Princess showed me that I'd rather have a good balance.

That said, the 2D games can get away with a lot. I think part of that is many dungeons are shorter. So if the "shrines" are similar to that, I'm happy.
 
one thing that continually stands out to me is the depth of contextual options when it comes to traversal, combat, crafting, puzzle solving, etc. just a big bunch of commands for single buttons and button combos in various situations

its fantastic but worries me slightly for what is hopefully a dumb reason: if they dont tutorialize these various things in a fashion that motivates you to them but also doesnt beat you over the head and hold your hand, how many will assume their existence or engage with them? They can subtly note them all they want, but Ive noticed a trend for years and years among avid game players and especially many in the press side of things where as soon as they put their hands on Nintendo game (existing IP or new) there's almost an assumed lack of depth to various game elements 'because nintendo' and then players who arent necessarily always playing their games or willing to deep dive dont feel motivated to and assume depth of mechanics are lacking. I see it watching Giant Bomb dudes playing MK8 or Splatoon or Smash, but also well beyond that

Breath of the Wild will have a ton of complexity in several departments and I hope the lead up to the game has done enough to have most all enthusiast players assuming that those things are in there. I mean like, yo you just smacked that bokoblin up side the head and he dropped his club so just quickly grab it, immediately set it on fire by running through that campfire and then chuck it at that other dude to one shot him. Hitman this shit up a bit! item and weapon durability can really work well and be an interesting mechanic as a result of scenarios like that one and deeper ones. Hell, out of arrows, that dude just shot one at you that got stuck in your shield. Hit that button option to grab it and pull it back and let it fly! Things like that and perfectly timed shield parries (the timed dodges for fury mode should be telegraphed easily enough). There's combat depth rather foreign to the franchise and I dont want to see it get lost on many.

Hopefully after 30-45 minutes of play the game winks and nods at you enough with one-time tool tips that its not an issue
 
one thing that continually stands out to me is the depth of contextual options when it comes to traversal, combat, crafting, puzzle solving, etc. just a big bunch of commands for single buttons and button combos in various situations

Well they've done a good job of limiting your movement in the world with the Great Plateau. It's large and expansive and totally open, but you can't leave it until you have completed the content there and the 4 shrines in those locations are very focused on teaching you how to use the abilities you acquire in them. The same goes for exploring and traversing the Great Plateau in general. Needing to chop down trees to travel over crevasses, or across freezing rivers and so forth.

So I don't think most people will be too clueless by the time they leave that starting area and they'll be able to increase the complexity and nuance to interactions and puzzles throughout the world.
 
there's absolutely nothing about four dungeons in this interview. WTF dude.

Here's what he says:

There are fewer big dungeons in the new game, and an emphasis on Link having many smaller shrines to explore, spread around the map. Is that a design choice that goes back to the beginning of the project? Or is that a change you made when the decision was taken to make the game for two platforms, to reflect the battery life of the Switch when it's undocked? So the player can finish a shrine in a single handheld sitting?

It wasn't necessarily an original design point. At first, we were planning to include more large, labyrinth-style dungeons, the sort of things you'd expect in a Zelda title. But the reason we decided to include the smaller shrines—which isn't to say there aren't some larger dungeons in Breath of the Wild—was to strike a balance, between this extremely large (over)world that you're exploring, and these goals and objectives to explore within that. So by dotting these shrines around—a larger number of them, but with each smaller in size than the older-style dungeons—it helped bring up balance, and break up the huge world into smaller, explorable chunks.

Skyward Sword had what, 5 dungeons, right? Aonuma acknowledges that this game will have fewer dungeons than normal, which means that we can infer that it has fewer dungeons than SS did. Otherwise, he would have said that there's no need for concern because BotW wouldn't deviate much on dungeon count from other Zeldas (even if he didn't provide a hard number).
 
I'm honestly down with fewer dungeons in general, assuming the completion time of the game isn't hugely decreased. I thought I wanted more dungeons, but Twilight Princess showed me that I'd rather have a good balance.

That said, the 2D games can get away with a lot. I think part of that is many dungeons are shorter. So if the "shrines" are similar to that, I'm happy.

My only fear is that it might be slightly similar to Skyward Sword. I'm not sure why, but everything that happened outside of the dungeons was a horrific mess to me. I hated every second of Eldin's and Faron's "overworld." The dungeons were my refuge and basically redeemed the extremely bad low points of the game (Running around the mountain and running around the forest playing fetch.)

On the plus side...the team that worked on the Lanayru section was A++. Hopefully BotW strays away from all of the stupid ideas that SS had and only digs out the good stuff.
 
Here's what he says:



Skyward Sword had what, 5 dungeons, right? Aonuma acknowledges that this game will have fewer dungeons than normal, which means that we can infer that it has fewer dungeons than SS did. Otherwise, he would have said that there's no need for concern because BotW wouldn't deviate much on dungeon count from other Zeldas (even if he didn't provide a hard number).

SS had 7 dungeons.

Skyview Temple.
Earth Temple.
Lanayru Mining Facility.
Ancient Cistern.
Sandship.
Fire Sanctuary.
Sky Keep.

Also had 3 mini dungeons:
Waterfall Cave
Great Tree
Pirate Stronghold

But yeah I only expect 4 main dungeons. Who knows about other dungeon like locations though that are optional.
 
People have no doubt discussed this idea in here before. But in one of the treehouse videos Link gives an apple to his horse but a dog snatches it, the dog then has the 'bonding' effect over its head. Dog/animal companions confirmed?
 
I think that 4 larger dungeons is a great number considering the amount of places we are going to go. It wouldn't make sense to spend a lot of time inside of places rather than in the wild in a game like this.
 
Everyone just expect 4 large dungeons and everything beyond that will be a nice surprise.

That said, I have kind of a theory about this set-up. I'm thinking there'll be 4 main dungeons where you'll go to progress the main story, as we've been expecting. Then there are the 100-something shrines where you'll get the Spirit Orbs.

But there are also pretty conspicuous landmarks visible around the world. There are the two pillars in the Game Awards 2014 gameplay, there's the dragon's mouth cave in the Game Awards 2016 gameplay, there's some kind of colosseum just outside of the Plateau and we can see more of these kinds of landmarks in the latest trailer, like a big statue carved into a mountain. I'm thinking these might also be mini-dungeons, but more organically placed in the world, and will contain the Goddess Statues.

I think having three kinds of "dungeons" (used loosely) scattered around the overworld is a pretty good trade-off for less traditional dungeons.
 
SS had 7 dungeons.

Skyview Temple.
Earth Temple.
Lanayru Mining Facility.
Ancient Cistern.
Sandship.
Fire Sanctuary.
Sky Keep.

Also had 3 mini dungeons:
Waterfall Cave
Great Tree
Pirate Stronghold

But yeah I only expect 4 main dungeons. Who knows about other dungeon like locations though that are optional.

Whoa, SS had that many dungeons? :O
 
People have no doubt discussed this idea in here before. But in one of the treehouse videos Link gives an apple to his horse but a dog snatches it, the dog then has the 'bonding' effect over its head. Dog/animal companions confirmed?

Yeah, I think that's how it works. Dogs, wolves and foxes probably all act the same. (The fox in the trailer made a wolf sound for instance.)

I want to know if I can throw food at a hobo and make them fight battles with me. That would be my favorite. Please Nintendo...? C:
 
People have no doubt discussed this idea in here before. But in one of the treehouse videos Link gives an apple to his horse but a dog snatches it, the dog then has the 'bonding' effect over its head. Dog/animal companions confirmed?

Since they already programmed Wolf Link's AI, it would be smart to use it for all sorts of animals.
 
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