Legend of Zelda Wii U Gameplay Demo

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I'm tellin' ya, shit is gonna go down in this game

I don't have any proofs that it has acually been said, but if my memory serves me well, they did promise the same things almost 20 years ago for OOT.

I believed it back then and I will beliebe it now. Give me the Zelda I have always dreamed about. Also on my list: Don' t let me trash all those vases and stuff in ones houses without them showing any sign of acknowledgement. At least the shopkeepr in Link's Awakening did bother with me stealing his stuff. Something like that.
 
It'll probably just be the occasional enemy outpost or wooden bridge getting destroyed/built. Npc's moving house.
The entire world getting flooded.
 
Don' t let me trash all those vases and stuff in ones houses without them showing any sign of acknowledgement. At least the shopkeepr in Link's Awakening did bother with me stealing his stuff. Something like that.
Same thing in windwaker, if Link breaks one of his vases, he forces him to pay rupees to replace them..
 
Yeah I straight out refuse to be hyped too much for this game. As much as I want, they haven't really managed to effectively satisfy my Zelda itch for a long time, now.
 
You're loss.

*goes back to playing A Link Between Worlds*

A Link Between Worlds was sadly the best Zelda game since A Link to the Past. Don't get me wrong, al the 3d games are great, but they lack this certain feel that ALttP and ALBW have. I'm not saying a 3d Zelda couldn't hit that, I just think maybe the tech wasn't in place for it to be done yet.
 
That's a pretty common thing for developers to say. I doubt it's going be a gameplay revolution.

There is the difference between when other developers say something and when Nintendo says something. They deliver when they say things. Whether you like what they do or not is a different story but they don't just "talk" the way other developers do. They above all others save perhaps Blizzard, Rockstar, and Valve have earned the right to be taken at face value when someone as big as Miyamoto says something. It's similar to when people bring up the graphics of a Nintendo game and that the end product will always look better then what hey show off before release. While other companies will downgrade things in the end and make false claims that piss people off that has not been the case with Nintendo save a few things back during the N64 days and that was decades ago.

So if he's saying this then I have no reason at all to doubt what he's saying. Now I'm not going to run wild with speculation and get disappointed when what I have imagined doesn't appear.
 
I've seen the data before, and plenty of people (even a mod no less) called you out for embellishing when you were peddling that "pre-Aonuma Zelda was more popular" bs before.

Embellishing?

Here is the raw data:

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Gathered from: http://vgsales.wikia.com/wiki/The_Legend_of_Zelda
(I've checked, and they seem to just be pulling the most up-to-date numbers from Nintendo)

Ignoring remakes (which really just make the classic Zelda games look even better in terms of popularity staying power anyway) and the Four Swords/Minish Cap low outliers (which, again, were Aonuma games, and would bring down the sales average for Aonuma games), you'd end up with the following sales:

Legend of Zelda 6.51
Zelda II: Adventure of Link 4.38
A Link to the Past 4.61
Link's Awakening 3.83
Ocarina of Time 7.6
Majora's Mask 3.36
Oracle of Seasons/Ages 3.96 (combined)
The Wind Waker 4.6
Twilight Princess Wii: 6.82 (Wii - 5.23, GCN - 1.59) - edit: outdated apparently? Should be 8.58m combined. See this post - enclosing other figures as edit/updates for transparency
Phantom Hourglass 4.96
Spirit Tracks 3.19
Skyward Sword 3.69
A Link Between Worlds 2.41

There are five games from the pre-Aonuma era (pre-MM, pre-2000). Those games sold a combined 26.93 million (not counting remakes).

26.93 / 5 = 5.386

The average for the pre-Aonuma (pre-MM, pre-2000) games is
5.386 million

There are eight games from the Aonuma era (MM and beyond, 2000 and beyond, not counting the Four Swords games or Link's Crossbow Training). Those games sold a combined 32.89 million (edit: updated 34.65m) (not counting remakes).

The average for the Aonuma (MM and beyond, 2000 and beyond) games is
4.12375 million
(edit updated: 4.1875m)

If you count the Aonuma era games, there are ten games (debatably 11 if you count LttP + Four Swords, but I think that would be disingenuous since LttP is a pre-Aonuma game), and they sold a combined 35.12 million (edit: updated 36.88m).

The average for the Aonuma games, including these games, is 3.512 million (updated: 3.688).

There is no world in which the Aonuma games are not considerably less popular (by at least 1 million sales on average) than the pre-Aonuma games, and that's despite the gaming population (and particularly the population that is hungry for games with large worlds) having very significantly grown since then.

They're two different genres that appeal to different audiences; I wouldn't be surprised if nobody buys a Zelda game and thinks "I'm expecting there to be an option which allows me to play as a skinny Goron priestess with mind control abilities from the snowy mountains of Termina!"
Your arbitrary comparison will continue to be mute no matter how much you bring it up, they're two different genres with different expectations.
The people who invested in Skyrim probably never wanted to invest in Zelda or the Wii in the first place.

Yes, but I've never argued the thing you just quoted above.

I've argued that Zelda was more popular when it was non-linear/relatively open world, placed more importance on combat/RPG-like equipment upgrades, had more straightforward dungeons that didn't revolve around puzzles, etc., and that people are now looking to games like Skyrim or Minecraft for these specific things that are now missing from Zelda.

Because Skyrim is an action-rpg and action rpg's tend to focus on that kind of stuff; if it's not more fun and in-depth in a game who's whole genre is dedicated to it that would be kind of sad.
No one expects Zelda to have intricate crafting mechanics, stat systems, or an in-depth economy system and if they happen to be present they're usually just novelties or they're implemented in a way that's simple enough to serve the needs of an action adventure game without complicating things and muddying it's focus.

You're right, no one expects Zelda to offer these things.

But you're speaking from the perspective of a customer who continues to buy Zelda. You are not speaking from the perspective of a customer who no longer buys Zelda because it no longer suits his/her tastes.

Also on the subject of level design. Zelda 1 is primitive, the devs were basically just winging it, and they wanted it to be different from Mario; of course it's level design is flat and straightforward.
Zelda 2 had a lot of important platforming in it, and (as someone else has already stated) ALTTP's level design was anything but flat. ALTTP's more "primitive" dungeon design was basically the direct ancestor of the modern obstacle course-esque stuff that has been a staple of Zelda for the past 16 or so years.

I wouldn't be so daft as to argue that dungeon design in Zelda 1, Zelda II, and LttP are exactly the same. What I can argue is that combat and navigating the level's layout were still centerpieces, and "puzzles" were less prominent than in games beyond OoT. Even OoT is miles away from a game like SS or even ALBW.
 
I hope MM on 3DS does really well. @___@

They've been working on MM for 3 freaking years...probably alongside Zelda U. I'm really hoping they take some of the dynamic time scripting stuff and bring it up bigger and badder for Zelda U.
I imagine this game will end up well made, critically acclaimed, and hated by everyone that chooses to talk about it.

Well...only online will you find angry people. The problem right now is how successful Nintendo will be about making another living breathing world without making the same mistakes they usually make. With more ambition comes more risks!
 
Easier for Zelda to sell more when Nintendo pretty much had a stranglehold on the marketplace like they did with NES and SNES.

Yep. Let's also not forget:

Ocarina of Time was the first 3D Zelda ever, of course it's going to sell

Majora released late in the N64's life

The Gamecube sold pretty bad + Wind Waker's strange cartoony art-style

Twilight Princess reaches 5.3 Mil not bad at all. (Especially considering the Wii sold fantastic because of casual gamers who probably had zero interest in the franchise) But it's less than Ocarina so it's obviously proof of Aonuma being bad at making Zelda games

Skyward Sword - Released when the Wii was on life support

Clearly everything is Aonuma's fault. Not the market changing or anything.

This is making about as much sense as people claiming IGA ripped off Symphony of the Night when he made the GBA/DS Castlevanias when he's largely the reason the game came out as it did.
 
Easier for Zelda to sell more when Nintendo pretty much had a stranglehold on the marketplace like they did with NES and SNES.

Zelda's height was on N64, during a time when Nintendo definitely did not have a stranglehold on the marketplace.

Ocarina of Time was the first 3D Zelda ever, of course it's going to sell

It could have sold like Mario 64 and barely hit half the sales of the last major title.

Majora released late in the N64's life

Minecraft released even later in the Xbox 360's life. (Particularly the retail version, which came out about 5 months before the Xbox One.)

All this proves is that Majora did a shitty job of appealing to people. Nintendo games don't get free passes for selling poorly under similar conditions to the ones in which other games sell well.

The Gamecube sold pretty bad + Wind Waker's strange cartoony art-style

GameCube sold pretty bad precisely because of games like Wind Waker.

Aonuma seems to love Wind Waker's strange cartoony art style and is even bringing elements of it in Zelda U.

Twilight Princess reaches 5.3 Mil not bad at all. (Especially considering the Wii sold fantastic because of casual gamers who probably had zero interest in the franchise) But it's less than Ocarina so it's obviously proof of Aonuma being bad at making Zelda games

It's evidence that Twilight Princess's sales were somehow depressed compared to Ocarina of Time's, despite having a larger addressable install base.

Skyward Sword - Released when the Wii was on life support

See the point on Minecraft. Releasing late doesn't matter if the game is strong enough.
 
Sorry if you guys debated this already.

But do you guys expect this to be "open world" in the more western definition (something like The Witcher) or something closer to the eastern "open world" (FFXII, Xenoblade, etc.), or just the normal Zelda open world?

After this interview, I thought of something closer to the western way myself.
 
Sorry if you guys debated this already.

But do you guys expect this to be "open world" in the more western definition (something like The Witcher) or something closer to the eastern "open world" (FFXII, Xenoblade, etc.), or just the normal Zelda open world?

After this interview, I thought of something closer to the western way myself.

I would expect the Eastern-style "open world," so not like a Skyrim or Witcher-type game. I expect a lot more structure than that, but still more open world than, say, Skyward.
 
Sorry if you guys debated this already.

But do you guys expect this to be "open world" in the more western definition (something like The Witcher) or something closer to the eastern "open world" (FFXII, Xenoblade, etc.), or just the normal Zelda open world?

After this interview, I thought of something closer to the western way myself.

They said not to expect it to be like the western stuff.

I'm just expecting Zelda except huge and with more content. :P
 
FFXII isn't really open world, though... There are large, "open" areas but still invisible loading boundaries between them.

I expect Zelda to be the opposite of that.
 
They said not to expect it to be like the western stuff.

I'm just expecting Zelda except huge and with more content. :P
Oh they did? I missed that one then =P

Thank god, I like the eastern way much more.

FFXII isn't really open world, though... There are large, "open" areas but still invisible loading boundaries between them.

I expect Zelda to be the opposite of that.
Well, not in terms of loading (that is PS2 limitations), I was referring to how the game treats the gameplay structure.
 
Well, not in terms of loading (that is PS2 limitations), I was referring to how the game treats the gameplay structure.

Can you explain further? I guess I'm under the impression that open world is open world is open world -- you can complete tasks in any order, you can go mostly anywhere at any time, seamless world/no loading, etc.
 
I'm not sure how the structure will work honestly. I have a feeling they'll get rid of the "story barriers" that Japanese games tend to have. This leaves me a bit sad, because I like the structure over the openness you see in Western games.

I think someone on the Zelda team talked about the difference between Eastern and Western story-telling. In the Eastern games they spend a lot more time with the main character and following his story path. In Western games, everything is kind of up to the player.

Maybe they'll pick a happy medium. I don't want the option to pick black and white moral paths or anything else silly like that. :\

Unless they do it the way MM did it, where dealing with moral ambiguity was kind of the point.

Edit: I'll dig for interviews. :P
 
It's evidence that Twilight Princess's sales were somehow depressed compared to Ocarina of Time's, despite having a larger addressable install base.
These numbers are outdated.

Twilight Princess sold 7.260.000 on the Wii and 1.320.000 on the GCN. Total: 8.580.000


Edit: And can we go back to talk about the actual game lol.
 
Can you explain further? I guess I'm under the impression that open world is open world is open world -- you can complete tasks in any order, you can go mostly anywhere at any time, seamless world/no loading, etc.

Well, the seamless world/no loading is the part where I said not to compare it to, that happened due to them not being able to make the PS2 run everything seamlessly.

Anyway, what you described is closer to the western way, something like Skyrim (you go into a village, talk to people, get quests, do quests, get rewards. The main story is basically just one more quest you do while doing everything else).

A Japanese game usually gives you a story reason for everything, the reason why you leave Rabanastre in FFXII is related to the plot, the reason you move around the world is because the plot is constantly putting you somewhere else, and in those places you have your "breathing time" where you get to do quests, hunts, walk around town, buy items, etc.

Xenoblade does this pretty well if you want to compare it to that. The game kind of "progresses", in Skyrim for instance, you constantly go back to Whiterun, it's one of the main parts of the game. But in Xenoblade most of the time you're going back to Colony 9 is to finish quests, the game itself is actually telling you to go on to the next place.

If you think comparing to FFXII is a little weird, compare it to Xenoblade then, it's an easier comparison.
 
Sorry if you guys debated this already.

But do you guys expect this to be "open world" in the more western definition (something like The Witcher) or something closer to the eastern "open world" (FFXII, Xenoblade, etc.), or just the normal Zelda open world?

After this interview, I thought of something closer to the western way myself.

Aonuma explicitly said it's not the former.
 
Well, the seamless world/no loading is the part where I said not to compare it to, that happened due to them not being able to make the PS2 run everything seamlessly.

Anyway, what you described is closer to the western way, something like Skyrim (you go into a village, talk to people, get quests, do quests, get rewards. The main story is basically just one more quest you do while doing everything else).

A Japanese game usually gives you a story reason for everything, the reason why you leave Rabanastre in FFXII is related to the plot, the reason you move around the world is because the plot is constantly putting you somewhere else, and in those places you have your "breathing time" where you get to do quests, hunts, walk around town, buy items, etc.

Xenoblade does this pretty well if you want to compare it to that. The game kind of "progresses", in Skyrim for instance, you constantly go back to Whiterun, it's one of the main parts of the game. But in Xenoblade most of the time you're going back to Colony 9 is to finish quests, the game itself is actually telling you to go on to the next place.

If you think comparing to FFXII is a little weird, compare it to Xenoblade then, it's an easier comparison.

Thanks. I only used FFXII as an example as it's the only game mentioned that I've played (don't really play a ton of games anymore). I guess I just don't want bullshit barriers. What you're describing sounds good to me.
 
Thanks. I only used FFXII as an example as it's the only game mentioned that I've played (don't really play a ton of games anymore). I guess I just don't want bullshit barriers. What you're describing sounds good to me.

Ah, I see. Well, imagine if FFXII had no loading times and everything was seamless.

That's what I was referring too.
 
That it going to Zelda with a open overworld not some GTA or skyrim type world

Yes but what exactly does it mean lol. What they showed so far did not really stray too far away from worlds like Skyrim. I want to know what mechanics will be added in in order to make this open world unique!
 
Yes but what exactly does it mean lol. What they showed so far did not really stray too far away from worlds like Skyrim. I want to know what mechanics will be added in in order to make this open world unique!
Zelda u will be a Zelda game with a seem less over world just imagine WW but instead of the sea it land.
 
Well now that we're on the Western vs Japanese open world topic...

You think there are branching narrative paths? Maybe not for Link, but maybe for the other characters and environments?

ST is probably the only Zelda with multiple endings...and MM too, I guess.
 
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