Men_in_Boxes
Snake Oil Salesman
Give us a Zelda with strong base building and survival elements. A Nintendo does Valheim approach.
I loved that game, but also breaks my heart because it was a very obviously unfinished game. I wish they would go back and properly finish it for subsequent releases.No love for Wind Waker?
![]()
How many times can we play explore world->find clumpy wall->go to dungeon->get bombs->explore overheard->find gap with post on other side->go to dungeon->get hook shot->explore over world->find giant rock you can't lift etc etcIMO this is kind of like saying we had the same 2D Mario game for forever. There's no limit to the number of ideas you can express in the level design, enemies, power-ups and bosses without fundamentally changing the IP. World mixed it up quite a bit from 3 with its map screen, in-game powerup bank, Yoshi and saving. But the rules of engagement hadn't changed; if you played 3, you got more Mario levels in World and were unlikely to complain that what makes Mario, Mario had changed.
The inverse example would be Zelda 2. Many people STILL like this game, but it's controversial as a radical departure from the first one. They ended up doubling down on the first game in later installments and that solidified what type of game it is; you could well walk into BOTW hoping for an improved version of that but find a Zelda 2 on your hands. You don't necessarily have to turn the template on its head to make fresh content.
A game with a bigger overworld and physics interactivity but still rewards exploration with things you actually want like fun levels/dungeons to play, retains the core while evolving the game like Mario 3 to World. What they did here was hollow out the core of Zelda and replace it with something else.
"I have all these ideas how to improve Mario...but hear me out. The first thing we do is remove the levels" consider my expectations subverted.
They robbed us of a whole dungeon lol.I loved that game, but also breaks my heart because it was a very obviously unfinished game. I wish they would go back and properly finish it for subsequent releases.
We've done that in Metroid quite a few times already and people aren't tired, to the point that many indies nowadays are still copying the formula.How many times can we play explore world->find clumpy wall->go to dungeon->get bombs->explore overheard->find gap with post on other side->go to dungeon->get hook shot->explore over world->find giant rock you can't lift etc etc
How many times can we play explore world->find clumpy wall->go to dungeon->get bombs->explore overheard->find gap with post on other side->go to dungeon->get hook shot->explore over world->find giant rock you can't lift etc etc
Wind Waker is one of my favorites. It had a big open world, and enemy weapons, and traditional dungeons, and a magic system.They robbed us of a whole dungeon lol.
I've only beaten it once, but I remember the last section of the game being really, really cool. It deserves more recognition imo.
You can do that without making LTTP again, but now on a boat or whatever.The thing with the classic Zelda formula is that there's nothing else quite like it: a semi-open fantasy/medieval adventure focused on exploring, puzzles and combat with a sense of progression that keeps giving you new stuff up until the end of the game. People aren't making near as many Zelda-likes as they are making metroidvanias, so people are hungry for more of that I believe.
I agree. What I was talking about was literally this structure and item progression from a SNES game.I mean this is like a different version of saying "how many times can we play a Mario level".
There doesn't have to be a hookshot. Ages games had a unique item that seemed like it would be a hookshot, but instead it switched your position with whatever item it grabbed as a teleport, making for a new brand of puzzles around this idea. But you were still playing a Zelda dungeon.
The boomerang can be reduced to a regular item like in BOTW, or removed outright. It doesn't have to be the special item to do the puzzles and beat the boss a 10th time, they can make a new idea.
The part that makes it Zelda isn't using the same items or ways of finding dungeons over and over again, I thought the Mario example showed that.
I really liked it when I played it. Even the triforce quest was fine to me, it was very comfy to sail around in the boat, and being able to explore all those islands as you saw fit gave the game a lot of freedom.Wind Waker is one of my favorites. It had a big open world, and enemy weapons, and traditional dungeons, and a magic system.
Yeah imo the excessive freedom of the open-world games kill the sense of adventure a little bit. Even more so since you get most of the items/powers right at the start, killing the sense of progression.I just want the next Zelda game to have all the things I love about Zelda, but in an open world. I really don't need to be able to climb everywhere if it ruins puzzle design.
How would you do it? BOTW and TOTK tried to be different and it did indeed felt like something that's not what Zelda should be (at least to me) with lack of progression and lack of proper level design being the biggest red flags.You can do that without making LTTP again, but now on a boat or whatever.
I mean there are lots of top down action RPGs, Adventures of Elliott Page is coming out soon. But are those "what Zelda should be"?How would you do it? BOTW and TOTK tried to be different and it did indeed felt like something that's not what Zelda should be (at least to me) with lack of progression and lack of proper level design being the biggest red flags.
Maybe that's the case, but they don't seem to have that problem with Metroid lol. Wish they did like with that series, maybe completely handing over the nuZelda style games to Monolith, and having Nintendo keeping alive the old formula with more 3D games or, at least, 2D ones. I'd be really happy with that.I mean there are lots of top down action RPGs, Adventures of Elliott Page is coming out soon. But are those "what Zelda should be"?
I'm saying that Zelda can't just be this 1993 Link to the Past game structure and item setup. And if that's the only thing that qualifies as Zelda then I can see why Nintendo doesn't want to make the same game into eternity.
Hey thanks! Game ruined.Adventures of Elliott Page
LolMaybe that's the case, but they don't seem to have that problem with Metroid lol. Wish they did like with that series, maybe completely handing over the nuZelda style games to Monolith, and having Nintendo keeping alive the old formula with more 3D games or, at least, 2D ones. I'd be really happy with that.
Hey thanks! Game ruined.![]()
An overworld with optional stuff to find, items that give you new powers/abilities and unique dungeons in which to find those items. I don't think that's such a restrictive concept or vision really.that very narrow vision.
It just becomes like comfort food at some point because you know exactly what it is and what you are getting. That's fine I guess but I can see why Nintendo wants to push it further.An overworld with optional stuff to find, items that give you new powers/abilities and unique dungeons in which to find those items. I don't think that's such a restrictive concept or vision really.
And if it'd be, does it really matter if the game is fun to play? TP is basically OOT2 and some people have that one as their favorite entry in the series.
I didn't care for TP when it originally released but when the HD Remaster came out for the Wii U, TP just clicked for me and I fell in love with it. I would rank it up there with OOT. The haunting twilight atmosphere that hangs over the world is mesmerizing to me. The 'hook' of losing your farm town friends and needing to save them being the driving force that fuels the first couple of dungeons is really well done. The complaints I had when it first released are still there (Castle Town feels underutilized, the overworld doesn't have much going on, compared to MM and TWW it seems like NPC interaction is overall sort of bare) but the central story, the dungeons, the boss fights, the mood and overall artstyle is pretty amazing.TP is basically OOT2 and some people have that one as their favorite entry in the series.
Yeah I can agree on that, and it's nice of them to try and innovate the formula. Best case scenario (for me heh) they keep the open-world and sense of freedom while bringing back the big dungeons with nice level design and fun puzzles to solve.It just becomes like comfort food at some point because you know exactly what it is and what you are getting. That's fine I guess but I can see why Nintendo wants to push it further.
Yeah it sure is. Some of the dungeons might be among the best in the series, and I love how they sort of "make sense" in the world they are in and feel like actual places rather than just "Forest Temple" or "Water Temple". The bosses where cool and what I really liked was how they gave Link so many combat options with the special attacks, like being able to position yourself behind the enemy or doing that helm-splitter attack.I didn't care for TP when it originally released but when the HD Remaster came out for the Wii U, TP just clicked for me and I fell in love with it. I would rank it up there with OOT. The haunting twilight atmosphere that hangs over the world is mesmerizing to me. The 'hook' of losing your farm town friends and needing to save them being the driving force that fuels the first couple of dungeons is really well done. The complaints I had when it first released are still there (Castle Town feels underutilized, the overworld doesn't have much going on, compared to MM and TWW it seems like NPC interaction is overall sort of bare) but the central story, the dungeons, the boss fights, the mood and overall artstyle is pretty amazing.
I hope it's true as well, but rather than spawning more remakes it serves to tell Nintendo that people are still interested in that formula. I really hope for that to be the case with both the OOT remake and the Star Fox remake.I'm really hoping the OOT Remake is true and leads to remakes of MM, TWW and TP. Even though SS is a traditional 3D Zelda like the others, I'm just not sure it's looked on favorably enough to justify a remake. The run of OOT through TP is unique because each of those 4 games has legitimate reasons to argue for being the best of the traditional 3D Zelda games.
Is it the one where he has the role of achilles?I mean there are lots of top down action RPGs, Adventures of Elliott Page is coming out soon. But are those "what Zelda should be"?
I'm saying that Zelda can't just be this 1993 Link to the Past game structure and item setup. And if that's the only thing that qualifies as Zelda then I can see why Nintendo doesn't want to make the same game into eternity.
I agree. What I was talking about was literally this structure and item progression from a SNES game.
Imagine if every Mario since 3 had world 1 grass, world 2 desert, world 3 water, etc. people would get tired of that fast.
That would be amazing yeah. Even ALTTP was way darker and it was a colorful 2D game.I hope it goes back to the dark fantasy art style of Ocarina of Time, Majora's Mask, or the Wii U tech demo
Maybe check out Twilight Princess if you ever feel like playing more Ocarina of Time, game's pretty similar just bigger and with more stuff thrown in there.loved OoT
one day i probably will, but i dont want to play as a wolf and this guy looks stupidMaybe check out Twilight Princess if you ever feel like playing more Ocarina of Time, game's pretty similar just bigger and with more stuff thrown in there.
Wolf sections suck ass but IIRC there are mostly there during the first segments of the game, and later on it becomes just like any other item and you can use it or not. Game's a cool Zelda game but with a few weird things, and imo the game would be better without the wolf.one day i probably will, but i dont want to play as a wolf and this guy looks stupid
![]()
Videogames seem to have overall forgotten about directional attacks, and it's sad. I loved how it was implemented in Blade of Darkness, allowing you to cut specific parts of the enemy or even performing combos.I could definitely see them making an older 3d style Zelda again, there's clearly a lot of people who'd like another one, and they're still making 2d Zeldas. But I really don't think we'll ever get another game with combat as good as Ocarina of Time. All of the other 3d games moved away from that precision to more simple combat, mostly big twirly imprecise diagonal slices instead of vertical and horizontal slashes and precise jump slashes.
As someone who loves BotW and TotK I agree a lot with this. I had to go out of my way to solve shrines/dungeons the "intended" way because I wanted to see and figure out the way the puzzle is meant to be solved instead of cheesing it. The Divine Beasts were good in this regard but I really miss the themed dungeonsWind Waker is one of my favorites. It had a big open world, and enemy weapons, and traditional dungeons, and a magic system.
I just want the next Zelda game to have all the things I love about Zelda, but in an open world. I really don't need to be able to climb everywhere if it ruins puzzle design.
you're not. i also loved breath of the wild, & i also had no use for tears of the kingdom, particularly because of the construction stuff & the incredibly ugly 'depths' area...I hope I am not the only one, but Tears of the Kingdom kinda soured me. For me it is not Zelda when you are builiding lego things. It's a physics-based construction simulator and I never asked for that. And also, who thought that weapon degradation is a good idea? Has it ever been fun in a game? I know they tried to fix it in TotK, but the constant need to open your menu and fuse a monster horn to a base weapon because your current sword broke after hitting three enemies is just a chore. The UI and resource management is not good , and I have to gather materials in order to have battery life for my constructions lol.
I liked Breath of the wild and have no problems that they experimentet with it, but sadly the dialed up all the wrong things in the sequel to it. I cannot fanthom how Tears of the Kingdom sits at 96 metacritic. I rather play Skyward sword again over it.
To be fair - autobuild exists and makes building trivial if you want it to.you're not. i also loved breath of the wild, & i also had no use for tears of the kingdom, particularly because of the construction stuff & the incredibly ugly 'depths' area...
thanks, but i'll pass...To be fair - autobuild exists and makes building trivial if you want it to.
If you havent I'd recommend playing the game with the Zelda Notes app where you can download a bunch of things people have built and then just focus on playing the game "normally". The real-time GPS and added lore of Zelda telling you about locations and objects is pretty cool.
It's better then Skyward. Worse then OoT/MM/TP. Great game. Don't like the artstyle that much. Dungeons were on par with other 3D Classic Zelda games. Skyward Sword is just the last one that had the classic elements Zelda was known for. Wind Waker does all of them better then Skyward IMO.No love for Wind Waker?
It's better then Skyward. Worse then OoT/MM/TP. Great game. Don't like the artstyle that much. Dungeons were on par with other 3D Classic Zelda games. Skyward Sword is just the last one that had the classic elements Zelda was known for. Wind Waker does all of them better then Skyward IMO.
TP will always be my favorite art direction they used for Zelda. It had a Dark Fantasy style while still retaining the Zelda identity. Was awesome. The only other is probably Hyrule Warriors 1.I agree with everything you said. Twilight is my fav 3D one next to BOTW but I know I'm in the minority for that one. Fuck me man, I just like my dark fantasy Zelda.
TP will always be my favorite art direction they used for Zelda. It had a Dark Fantasy style while still retaining the Zelda identity. Was awesome. The only other is probably Hyrule Warriors 1.