Buckethead said:Still pisses me off we haven't had a new Wave Race.
Or a new Jet Moto.... Sigh!
Buckethead said:Still pisses me off we haven't had a new Wave Race.
my sources indicate that it'll be launch titleBuckethead said:Still pisses me off we haven't had a new Wave Race.
Buckethead said:Still pisses me off we haven't had a new Wave Race.
ReyVGM said:You people are expecting too much from Zelda. Nintendo will never turn Zelda into a Fallout/Final Fantasy 12/Xenoblade kind of game.
If anything, Zelda will be like Dragon Quest: A familiar and classic game at its root, except with a hook/gimmick on every game.
While it would be great if Zelda incorporated all of that stuff people keep mentioning, I'm not sure I really want it too. I mean, there aren't any other games like Zelda in production, and... do we really need another Fallout/Oblivion/Whatever clone?
It's been the world - the atmosphere - that has been lacking since Ocarina of Time. Where did the dense, sprawling forests go? The valleys with long, narrow rope bridges? The castles on a mountain seemingly a million miles away? None of it is there, and never has been.
disappeared said:Case in point, look at these old art pieces from the first Legend of Zelda. Some are official, some are not (I believe)...
Now let's assume that only the first couple of those are official. That still speaks volumes about what I believe Nintendo wanted Zelda to be in the first place. The obvious limitation was the NES hardware. Since then they've been expanding the world and dungeons, but not to the extent that the actual Zelda universe could indeed cover.
The maps in the 3D Zeldas have been catered to the aging Ocarina of Time formula. Collect three important items, move on, collect a few more items, and move on.
The original NES Zelda dropped you in the middle of fucking nowhere, and said "go explore." You had no idea where to go or how you were going to get there. The newer games have given you tutorial starting areas and the applicable items to make your way out into the main map.
The core element of discovery and feeling lost has been forgotten.
A map the size of say, Morrowind or Oblivion would - if properly done - throw you right back into that feeling of truly being unaware of what lies ahead.
Imagine if, once you obtained the Hookshot, you could do it all over the damned map. Almost anywhere you pleased. You could really explore as opposed to being guided through narrow(ish) paths just to get the next quest item. You could complete villages and dungeons in an order you wanted to. And if something was too difficult, or you didn't have the appropriate gear, you'd have to come back later or find an alternate route around.
The last picture there, the castle on the mountain, speaks volumes about what a potential Zelda game could be all about. Maybe you want to go straight to that mountain, forgoing anything else in your way. Keep in mind that the NES Zelda did let you accomplish goals and dungeons in a seemingly unscripted order.
I think there's a ton of potential with the franchise and its world, but I think the designers really need to rethink the way a Zelda game is constructed.
disappeared said:Case in point, look at these old art pieces from the first Legend of Zelda. Some are official, some are not (I believe)...
Now let's assume that only the first couple of those are official. That still speaks volumes about what I believe Nintendo wanted Zelda to be in the first place. The obvious limitation was the NES hardware. Since then they've been expanding the world and dungeons, but not to the extent that the actual Zelda universe could indeed cover.
The maps in the 3D Zeldas have been catered to the aging Ocarina of Time formula. Collect three important items, move on, collect a few more items, and move on.
The original NES Zelda dropped you in the middle of fucking nowhere, and said "go explore." You had no idea where to go or how you were going to get there. The newer games have given you tutorial starting areas and the applicable items to make your way out into the main map.
The core element of discovery and feeling lost has been forgotten.
A map the size of say, Morrowind or Oblivion would - if properly done - throw you right back into that feeling of truly being unaware of what lies ahead.
Imagine if, once you obtained the Hookshot, you could do it all over the damned map. Almost anywhere you pleased. You could really explore as opposed to being guided through narrow(ish) paths just to get the next quest item. You could complete villages and dungeons in an order you wanted to. And if something was too difficult, or you didn't have the appropriate gear, you'd have to come back later or find an alternate route around.
The last picture there, the castle on the mountain, speaks volumes about what a potential Zelda game could be all about. Maybe you want to go straight to that mountain, forgoing anything else in your way. Keep in mind that the NES Zelda did let you accomplish goals and dungeons in a seemingly unscripted order.
I think there's a ton of potential with the franchise and its world, but I think the designers really need to rethink the way a Zelda game is constructed.
don't quote it all!herzogzwei1989 said:I completely agree, great post!.
artwalknoon said:Don't you think you're reading too much into these images. Like for all games, the concept art fuels the imagination of fans and allows us to fill the images with gameplay possibilities that are never fulfilled by the actual game. Nintendo has been making Zelda games with very consistent formulas/structures for some time now. Nothing tells me they've gotten away from their original intention or have somehow been unable to fulfill their dream of what Zelda should be.
lol, I actually thought this was the HD Zelda thread cuz I was posting in there too. Let's move the conversation over.disappeared said:I just realized I should have posted this in the HD Zelda thread. I'm kind of derailing things here.
caligula13 said:i am really looking forward to E3. i want to know what nintendo is going to push as their new thing. if it's just a stronger hardware with some classic controller with touch-screen then maybe i will pass. i don't know.
i didn't really want to buy the DS successor but it happened to be in 3D and i love 3D so now i am a happy owner of the 3DS. let's see if Wii2 will win me over.
Lupin the Wolf said:I know it's been suggested before, but I would not be surprised if there IS no new "motion control" solution because the Wii Remote+ is the standard motion controller for Wii2/Stream/Project Cafe. This would be a strong selling point for owners of the existing Wii hardware, because they wouldn't have to buy new controllers for newer motion-compatible games. Wii Remote+ is actually pretty accurate, too (probably not far off from Move, but not quite as accurate as the Sixense PC controller line), and coupld probably work for another generation unless Nintendo wanted to pull an MS/Sony and issue a new motion control solution halfway into the console's lifespan.
Boney said:my sources indicate that it'll be launch title
my source is my ass
Darryl said:Honestly, the only way they're going to be able to push a secondary controller is if it's one that's already common. It'll just be too frustrating having to deal with buying two different types of $60+ controllers for multiple people. Continuing to produce Wiimotes and selling them at a lower price is the best solution.
I hope they don't drop motion-sensing technology completely. I'd love to play a decent FPS with them.
Lupin the Wolf said:I know it's been suggested before, but I would not be surprised if there IS no new "motion control" solution because the Wii Remote+ is the standard motion controller for Wii2/Stream/Project Cafe. This would be a strong selling point for owners of the existing Wii hardware, because they wouldn't have to buy new controllers for newer motion-compatible games. Wii Remote+ is actually pretty accurate, too (probably not far off from Move, but not quite as accurate as the Sixense PC controller line), and coupld probably work for another generation unless Nintendo wanted to pull an MS/Sony and issue a new motion control solution halfway into the console's lifespan.
bgassassin said:I would expect them to reuse the Wiimote+, but I could have sworn that it was mentioned they were going to have motion controllers with a higher fidelity than Move.
artwalknoon said:If we have a new motion controller set up, a new dual analog traditional controller with a 6" screen, and an hd console capable of streaming full games to said screen then the whole thing is looking to hit the $450 IGN put at the high end of their range. I hope Nintendo doesn't pull a Sony, in fact I hope they don't pull a ds----->3ds, getting over confident about following up one of the most successful consoles of all time, overestimating the draw of their new hook (3d for 3ds, whatever it is for the cafe), and pricing themselves right out of most consumers' comfort levels.
bgassassin said:I wouldn't attribute it to over confidence, but trying to please everyone. And that doesn't tend to go over well in any situation.
bgassassin said:I would expect them to reuse the Wiimote+, but I could have sworn that it was mentioned they were going to have motion controllers with a higher fidelity than Move.
caligula13 said:i don't believe that Wii2 will have two controllers. so it's either wiimote or classic controller with touch screen
caligula13 said:that's why this console doesn't make sense right now. nintendo will never ever release hardware for 400 USD.
They have also claimed that the system retains motion control, with capabilities that are better than Move, meaning that they boast higher fidelity. We do not yet have word on whether or not its motion-controlled solution introduces a camera.
Game Informer has been told that Nintendo will unveil the system at E3 in June, if not sooner, with a view to a late 2012 release. It cites multiple sources as saying the system is capable of running at HD resolutions, with one source claiming: Nintendo is doing this one right...[its] not a gimmick like the Wii.
artwalknoon said:Well, didn't a lot of us say Nintendo would never release a handheld for $250 either? And that was a pretty good argument considering their last home console launched at that price (Wii $250).
So I could totally see Nintendo having a very impressive E3 and thinking that $400 would be a good premium to put on their new, exciting, high tech home console. Also as with the 3ds Nintendo said core gamers would buy it first so the higher price was more digestable. Obviously they were wrong. Can Nintendo make the same mistake twice? imo yes.
maeda said:But do they really need motion controls to be supported out of the box? It's not like 3rd parties loved motion controls. Nintendo might just release games specifically tailored for motion controls and bundle the controller with each one of those releases , like they did with the balance board.
EuropeOG said:Why does it have to be realistic, or make sense? Fun is important, does SMG2 make sense? No but it's amazing.
Buckethead said:I don't know why backtracking has to stay a staple of the Metroid franchise.
Backtracking generally sucks: it's clear that you are going back to a certain area for a specific reason. It seems forced and like an enduring relic of old design.
Arkham City is more open world and thank God for that.
Make Metroid like Mass Effect. A nice balance.
artwalknoon said:Well, didn't a lot of us say Nintendo would never release a handheld for $250 either? And that was a pretty good argument considering their last home console launched at that price (Wii $250).
So I could totally see Nintendo having a very impressive E3 and thinking that $400 would be a good premium to put on their new, exciting, high tech home console. Also as with the 3ds Nintendo said core gamers would buy it first so the higher price was more digestable. Obviously they were wrong. Can Nintendo make the same mistake twice? imo yes.
herzogzwei1989 said:I'm betting on a $299 price point for the U.S.
herzogzwei1989 said:I'm betting on a $299 price point for the U.S.
KevinCow said:I love Metroid, especially the Prime games, but I sorta agree with him. Shooting a door and then waiting a couple seconds for it to load the next room drew me out of the experience a bit - not as much as waiting for a loading screen might have, but still, a bit. Similarly, shooting doors to move from one natural area to another natural area made no sense, and similarly made me think, "But yeah, I guess they have to have these doors because of loading and stuff."
I think Retro could make an even more engrossing world if they weren't bound by the restriction of smaller rooms connected by hidden loading doors. Imagine if, say, in the Tallon Overworld equivalent, you could climb to a high point and see the entire area. You see your ship sitting to the east; the wrecked pirate vessel that you explored earlier to the west; an entrance to the caverns below to the north; and the jungle you're heading to next off in the distance to the south. Then you could screw attack as far as the ability lets you and land in any one of the "rooms" within reach.
Then they could still use the traditional door structure when you're in an artificial structure, like some ruins or a space pirate base.
Neo C. said:I think the console will rape the first buyers' wallet before Nintendo goes down with price when the competition brings their consoles in the game.
Well, it seems they already did that with the 3DS. Does that mean they're more or less likely to do it again? I guess we'll see after a year's worth of 3DS sales?artwalknoon said:$299 would be a very good price, given what we know and don't know about the console (meaning anything at all), I think consumers would be very comfortable with that price for a brand new, hd, Nintendo console with a good hook. But if we had to predict a price now I would say $350 or above. I honestly see Nintendo being a little too overconfident/greedy following the supermassively successful Wii.
KevinCow said:I think Retro could make an even more engrossing world if they weren't bound by the restriction of smaller rooms connected by hidden loading doors.
artwalknoon said:$299 would be a very good price, given what we know and don't know about the console (meaning anything at all), I think consumers would be very comfortable with that price for a brand new, hd, Nintendo console with a good hook. But if we had to predict a price now I would say $350 or above. I honestly see Nintendo being a little too overconfident/greedy following the supermassively successful Wii.
Darryl said:Nintendo sold the Gamecube at a loss to help get them out of the door, and I don't have any doubt that they'll cut their initial profits down a bit to help get these consoles out of the door.
KevinCow said:I think Retro could make an even more engrossing world if they weren't bound by the restriction of smaller rooms connected by hidden loading doors. Imagine if, say, in the Tallon Overworld equivalent, you could climb to a high point and see the entire area. You see your ship sitting to the east; the wrecked pirate vessel that you explored earlier to the west; an entrance to the caverns below to the north; and the jungle you're heading to next off in the distance to the south. Then you could screw attack as far as the ability lets you and land in any one of the "rooms" within reach.
herzogzwei1989 said:Provided Cafe has sufficent RAM (at least 1 GB), I don't see this being a problem, for the developer of the next Metroid.
Gamecube was the exception, not the rule. And Nintendo made the experience that taking a loss doesn't necessarily give you the advantage in the market. Microsoft and Sony learned the hard way this generation, that taking a loss also means not having the option of price reduction for quite some time, because that's what a loss ultimately is: A credit you take at the beginning and need to pay back in the future.Darryl said:If Nintendo waits until their competition brings their consoles out, they're doomed. The biggest advantage they'll have is if they keep costs down enough to get a lot of their systems out of the door and into the right hands quickly. Nintendo sold the Gamecube at a loss to help get them out of the door, and I don't have any doubt that they'll cut their initial profits down a bit to help get these consoles out of the door.
herzogzwei1989 said:$299 is the highest price that can be concidered "mass market" for a console and Nintendo will always price for the mass market, even if 3DS should've been $199.
The way you set it up is logically fallacious.KevinCow said:If you don't like backtracking, then Metroid isn't for you. What you're saying is close to, "Yeah, I like Halo, but do they really need all the guns?"
If that's the case then they've been doing a piss-poor job of that.Backtracking and exploring are the point of Metroid.
No. That's not what I'm saying.If visiting places you've already visited automatically makes you utter the word "Backtracking" as if it's the worst crime a game could ever commit, then the series just isn't for you.
Mass Effect isn't an RPG (unfortunately). I was talking about a semi-open world with missions in that open up certain areas but allow the ability to explore.And I've never played Mass Effect, but if you're saying Metroid should be turned into a dialogue-heavy RPG then I'm gonna go ahead and call you completely insane.
1GB is not sufficient.herzogzwei1989 said:Provided Cafe has sufficent RAM (at least 1 GB)
zoukka said:And there's always the possibility that this limitation was the reason why Prime felt so greatly paced and tight.
It's amazing how fast people forget that a new console doesn't mean that suddenly all genres lose restrictions. Designers will always be bound by pacing, teaching things to players and the fact that most gamers won't finish your game unless it's very clear what you need to do next. Metroid Prime is something that doesn't exist outside its formula. You can't just slap huge open world into the Prime mechanics and call it a day.
Buckethead said:Mass Effect isn't an RPG (unfortunately).
ThoseDeafMutes said:Yes it is. You have an imaginary alternate definition of RPG (no doubt involving inventory management or something) that isn't what RPG really means.