Legend of Zelda Wii U Gameplay Demo

Status
Not open for further replies.
image.php


Really, to think that we're getting Xenoblade Chronicles X, Star Fox and Zelda in the same year :)

Pretty much this. Beyond excited for all of these games. It will only be eclipsed when next year we play Metroid and Animal Crossing.
 
image.php


Really, to think that we're getting Xenoblade Chronicles X, Star Fox and Zelda in the same year :)

I really doubt Xenoblade X will come out this year in English. It probably will come out in Japan this year, but don't expect that in English anytime soon.
 
Really excited.

I really liked Skyward Sword and I hope the Environment Puzzles make it into this game.

My biggest fear is the Dungeons, or complexity of the Dungeons to be more specific. Granted, I've never found most Dungeons in Zelda to be overly complex but ALBW definitely disappointed me in this regard. They weren't bad from a level design standpoint, I was just expecting something more challenging.

I do think there's a few ways around this so that we can have an open-ended Zelda game with Dungeons that can be tackled in any order AND still be relatively challenging. An idea I've been thinking of is that Link has the iconic Items of the series from the start of the game. The sword, shield, bow, bombs and hook-shot. The first half of dungeons would be completed using these items exclusively, and then the item you get in said Dungeon would be used for the second-half. I think this is a lot more reasonable than expecting EAD to make each Dungeon several times and a certain one is picked in your play-through depending on what Items you have in your possession.
 
When do studios really starts to release clips and teasers and what not? Less than a year away and we just get a small demo?
 
When do studios really starts to release clips and teasers and what not? Less than a year away and we just get a small demo?

That's standard practice at Nintendo, sometimes a game comes out 3-6 months after it was announced (3D World, Captain Toad are recent examples).
 
Really excited.

I really liked Skyward Sword and I hope the Environment Puzzles make it into this game.

My biggest fear is the Dungeons, or complexity of the Dungeons to be more specific. Granted, I've never found most Dungeons in Zelda to be overly complex but ALBW definitely disappointed me in this regard. They weren't bad from a level design standpoint, I was just expecting something more challenging.

I do think there's a few ways around this so that we can have an open-ended Zelda game with Dungeons that can be tackled in any order AND still be relatively challenging. An idea I've been thinking of is that Link has the iconic Items of the series from the start of the game. The sword, shield, bow, bombs and hook-shot. The first half of dungeons would be completed using these items exclusively, and then the item you get in said Dungeon would be used for the second-half. I think this is a lot more reasonable than expecting EAD to make each Dungeon several times and a certain one is picked in your play-through depending on what Items you have in your possession.

The way I see it, the dungeons in ALBW were prototypes to create stand-alone dungeons that could be accomplished in any order. despite the lack of challenge and a few hiccups, they succeeded quite well. The next step would be to make them more worthwhile, and maybe not just in the sense of a scalable monster ratio.

What I would want to see them do is make multifaceted dungeons; dungeons that you couldn't completely finish in one sitting, but didn't really need to finish. Dungeons that would have multiple routes depending on what items you'd enter with that would get you through the right stations (beginning, item get, boss), but would have different ways of progressing through the chambers and maybe even bypass certain sections completely.

Maybe there could also be something like the Tingle Statues from WW involved; a reason to initially go back to a dungeon to find a reward, but something more novel then a rupee reward. Extra upgrades, maybe treasure maps (I've wanted them to bring these back for a while.), pretty much anything besides rupees...
 
I know it's been discussed a little before... But what do people think about the fact we haven't seen Link wearing the traditional green tunic? Is this blue robe hooded thing he's wearing an early game item? Maybe you only have it for one or two dungeons or one early game quest before unlocking he classic look. However, it could also mean that the green tunic idea doesn't exist in this world yet (just speciation) what if this is before Skyward Sword? If it is then the classic grabs warn by he Skyloft Academy students with varying colours depending on year/grade in the school, wouldn't exist yet. Maybe this would also mean there's no 'true' Master Sword in this game too.

I'd be much happier if this was a Skyward Sword or Twilight Princess sequel (in terms of timeline placement) and the blue hooded thing we've seen Link wear in gameplay so far is just an early game look or choice for the game. I really hope we get that classic green look. But so far all the art and videos we've seen points to this blue outfit been the main focus of Link's look.
 
On the note of treasure maps being brought back, they could easily do that by having you dig for treasure which would mark the return of the shovel. That would be really, really cool.

I know it's been discussed a little before... But what do people think about the fact we haven't seen Link wearing the traditional green tunic? Is this blue robe hooded thing he's wearing an early game item? Maybe you only have it for one or two dungeons or one early game quest before unlocking he classic look. However, it could also mean that the green tunic idea doesn't exist in this world yet (just speciation) what if this is before Skyward Sword? If it is then the classic grabs warn by he Skyloft Academy students with varying colours depending on year/grade in the school, wouldn't exist yet. Maybe this would also mean there's no 'true' Master Sword in this game too.

I'd be much happier if this was a Skyward Sword or Twilight Princess sequel (in terms of timeline placement) and the blue hooded thing we've seen Link wear in gameplay so far is just an early game look or choice for the game. I really hope we get that classic green look. But so far all the art and videos we've seen points to this blue outfit been the main focus of Link's look.
I really really hope that he get's his tunic in the game, the cloak is kinda cool, but I'm not feeling the ponytail or the idea of not having the green tunic. Likewise, I feel like everything we've seen so far is early in the game, notice the wooden shield and basic sword, so I think we'll get the green tunic, but later than usual, maybe even like right at the end of the game, like before the final temple or something. Though that wont stop from many others (this isn't directed at you or anyone in particular) claiming that this is the final tunic period, which I honestly think ties into the fact that certain fans are expecting some kinda of super major paradigm shift in the design of the new game, in that absolutely everything that ever was a constant is now on the cutting table, and frankly I think many are gonna be disappointed in this regard, especially those who are pushing for ridiculous changes, and are hoping to use this Link not having his tunic as cannon fodder for their arguments. Personally, I do not consider the characters touchable when it comes to change, as they're part of the major constants of the series, aka what makes Zelda "Zelda," though that wont stop others from hoping for the tunic to not be there, as Zelda is largely based on the individual. However though, I like to think that my personal definition of what defines the constants of the Zelda series largely lie in line with Nintendo's as I do not mind a change to the setting or the structure, but disturbing the brand of the series is taking it a step too far. Unfortunately, this has not stopped others from labeling me as a traditionalist as I'm very bothered by the idea of changing these so called constants.

Also, if Nintendo made a SS prequel, they'ed probably still put Link the green tunic, they really don't pay that much attention to the timeline. Furthermore, while on the note of hopes, I hope they touched up his face, I just don't like it.

EDIT: Also keep in mind, Nintendo has never revealed a Zelda game like this, which I think has to do with how they showed early games for E3 2014, so it's possible that when we get an actual trailer we'll see the tunic, and that what we've seen so far has just been early game footage in a early build.
 
On the note of treasure maps being brought back, they could easily do that by having you dig for treasure which would mark the return of the shovel. That would be really, really cool.


I really really hope that he get's his tunic in the game, the cloak is kinda cool, but I'm not feeling the ponytail or the idea of not having the green tunic. Likewise, I feel like everything we've seen so far is early in the game, notice the wooden shield and basic sword, so I think we'll get the green tunic, but later than usual, maybe even like right at the end of the game, like before the final temple or something.

Also, if Nintendo made a SS prequel, they'ed probably still put Link the green tunic, they really don't pay that much attention to the timeline. Furthermore, while on the note of hopes, I hope they touched up his face, I just don't like it.

EDIT: Also keep in mind, Nintendo has never revealed a Zelda game like this, which I think has to do with how they showed early games for E3 2014, so it's possible that when we get an actual trailer we'll see the tunic, and that what we've seen so far has just been early game footage in a early build.

There's almost no question that Link will have his Tunic, the only question is what kind of elements will they have added or removed. a chain-mail vest seems to be the standard now, and the harness we've seen on the clothes will probably be on the tunic as well for consistency's sake. Pants seem to be the way to go now, so tights aren't likely. But who knows what we'll have?
 
There's almost no question that Link will have his Tunic, the only question is what kind of elements will they have added or removed. a chain-mail vest seems to be the standard now, and the harness we've seen on the clothes will probably be on the tunic as well for consistency's sake. Pants seem to be the way to go now, so tights aren't likely. But who knows what we'll have?

Well, notice how his side bangs are kinda longer than usual? Kinda similar to Classic Link?

Here's a chart to show what I mean.

I'm thinking that Wii U Link might be combo of SS and ALBW Link, so the tunic might have elements from "Classic Link." I'm pretty sure it wont have brown sleeves, but I think this might actually be the 3D debut of the yellow band for the hat which could be kinda cool.
 
Likewise.

Also, Since Link here has a ponytail, i don't think they'll be permanently covering it up with the green hat either.

Could I ask why, exactly? I mean it's such a small thing to actively hope that it doesn't appear.
Well, maybe not completely. But something like Spirit Tracks in which you could switch outfits anytime.
This would be fine, maybe have it be similar to ST in that you have to unlock it. Though I kinda also want ability tunics, I'm a sucker for things like that.

Edit: Hmmm, maybe ability tunics if they have a use for them, but as a base necessity the ST solution or maybe a better one. Like if we do have ability tunics, then have the cloak and blue and the green just occupy the same slot, and have them be the same basic thing just swappable for which one you want. Though then again, the cloak might have an ability so I don't know.
 
Well, maybe not completely. But something like Spirit Tracks in which you could switch outfits anytime.
Or let us have different attires, like that Magic Armor from Twilight Princess and the such.
 
SO I was just watching the intro to SS again and I noticed that when Zelda gives you the Sailcloth in the beginning she says that long ago the Goddess also gave her Chosen Hero the Sailcloth as well. Could this be that Hero? I know that SS is right now the start of the timeline but that has never prevented Nintendo before.
 
SO I was just watching the intro to SS again and I noticed that when Zelda gives you the Sailcloth in the beginning she says that long ago the Goddess also gave her Chosen Hero the Sailcloth as well. Could this be that Hero? I know that SS is right now the start of the timeline but that has never prevented Nintendo before.

Well personally, I interpreted that as referring to that specific moment.
 
The green tunic IS Link. It's the clothes of the legend.

Without it he'll just be another generic fantasy character. Not going to happen.
 
You mean, the "gimmick"?

Hopefully there is no gimmick, no sidekick, no musical item that magically does shit (other than warping you).

So far the only gimmicks seem to be the vaulting, bullet time and the emphasis on the bow & arrow.
If that is all, then that is just fine because it doesn't look like the game revolves around it.

Its not necessarily always a gimmick. ALBW's special thing was the painting power, and not only was it not gimmicky, it offered a new and interesting mechanic without overdoing it.
 
The green tunic IS Link. It's the clothes of the legend.

Without it he'll just be another generic fantasy character. Not going to happen.

I don't know if I'd say that the green tunic is Link, at least not the entirety of Link, but it's a huge part. So yeah for the most part, I don't expect it to not be there.

Anyways, on then note of U being a prequel to SS, I think it's possible, and the sailcloth adds credence to this, but I really just can't shake this feeling that it'll be post TP.
 
Does anyone else want more micro type stuff in this game?

I really liked crafting shields and picking Link's loadout in skyloft. And while if often ended up with me just bringing next to no bombs or slingshot shots, it felt meaningful.

I would want this game to have a gathering and crafting element with reasonable give and take. If you want to go heavy on the chainmail and plates for your tunic, let it slow Link down and make combat more of an endurance game.

Link'll always have the same kit, but honestly he's already ready for everything, specializing even slightly would be a something brand new to this series.
 
Yeah, the word Gimmick has a negative connotation (with games at least).

If you want to go heavy on the chainmail and plates for your tunic, let it slow Link down and make combat more of an endurance game.

No please god, no. michaelscott.gif

I want to wear whatever tunic/armor that looks the coolest without it affecting my performance.

In TP I loved the Magic Armor but I never used it because it drained my money. And since the game was never hard enough to warrant the usage of that armor, then I never wore it, despite looking amazing.
 
Yeah, the word Gimmick has a negative connotation (with games at least).



No please god, no. michaelscott.gif

I want to wear whatever tunic/armor that looks the coolest without it affecting my performance.

In TP I loved the Magic Armor but I never used it because it drained my money. And since the game was never hard enough to warrant the usage of that armor, then I never wore it, despite looking amazing.

Yeah i ended up just saving up a bunch of rupees and busting it out on the last boss. Let the final cutscene roll with that awesome outfit.
 
That a gimmick.

gim·mick
ˈɡimik/
noun
a trick or device intended to attract attention, publicity, or business.

A gameplay mechanic that fundamentally changed how you think about puzzle solving and world traversal isn't so much a gimmick as it is just a 'new gameplay mechanic.'

Sure, they added it to make the game new and different, which would be used in marketing to attract attention to the game, but it didnt feel tacked on or something like a 'trick.' It felt like they had a genuinely good idea that could be used for puzzle solving.

gimmick, to me anyway, implies that it was added to the game strictly to use to advertise the game and has no further merit. If ALBW had a skin that transformed you into zelda, but offered no new gameplay mechanisms, and was in there strictly to garner more sales... i'd consider that a gimmick. Hell, the password system in the oracle games, THAT is a gimmick. The wall merge mechanic, not so much.
 
gim·mick
ˈɡimik/
noun
a trick or device intended to attract attention, publicity, or business.


Sure, they added it to make the game new and different,.

Which is what the definition you just posted said is what a gimmick is. Something to draw attention. Everything else you've said is pure spin.
 
The problem is that can be a hit or miss. For this Zelda I don't want them messing too much. Let the openworld be the gimmick/hook/mechanic.
 
Finally playing Skyward Sword. I'm on the volcano area (no spoilers please), but I really hope there aren't only 4 dungeons like in Wind Waker. So far the surface map doesn't look like it has more than 4 areas.

I've had zero issues with the controls, but I can see how less intelligent or less patient people might have had "trouble" with them (excluding people that had legitimate signal interference). The combat is intuitive and simple enough. The rope balancing gave me trouble the first time because I was tilting the control while flat, but then I noticed that I only needed to move the top of the wiimote and it worked like a charm. Didn't have any issues flying the bird either, and I don't see the big deal spending less than a minute in the sky going from one location to the other.

Another thing that has not bothered me is Fi (so far). Judging from all the GAF hatred towards this game and Fi, I was expecting her to be pestering me every time, but she hasn't. Whenever her icon appears I just don't tap the button. She was more active during the forest area, but now in the volcano area I've barely even seen her. Haven't encountered a single time where she has spoiled a puzzle or how to beat a boss, as I've read people complaining about. I've also avoided Dousing, I can find my own way, damn it.

I love that drumming music whenever an enemy is nearby. It pumps me up and has me on my toes. First time where an enemy-nearby music has actually made me feel something.

However, the game feels very linear and formulaic to the max. It gives you the impression of freedom during the surface areas (since the maps are somewhat big), but paths are segmented/blocked/closed until the game wants to open them. It's really hard to get lost since the game makes it very clear where to go. But I guess that's something most Zeldas have been doing for a while now.

Which is why I'm so excited for Zelda Wii U, it really looks like they are leaving a lot of the old traditions behind (so far), and hopefully it won't be just related to the openworld-ness.
 
Does anyone else want more micro type stuff in this game?

I really liked crafting shields and picking Link's loadout in skyloft. And while if often ended up with me just bringing next to no bombs or slingshot shots, it felt meaningful.

I would want this game to have a gathering and crafting element with reasonable give and take. If you want to go heavy on the chainmail and plates for your tunic, let it slow Link down and make combat more of an endurance game.

Link'll always have the same kit, but honestly he's already ready for everything, specializing even slightly would be a something brand new to this series.

Well yea, sure. Anything that gives more use to the big world with stuff to gather, look out for, etc. A big world is of no use if there's not much to do in it. Even if there are tons of enemies everywhere, just fighting them to fight them is boring too. I hope the loot-drops from SS return. You have to go to location x and defeat these enemies to get loot drop y. Even better if they can put a twist on that to make it more interesting than it sounds. Would be great if there was plenty of non-mandatory customization (even just cosmetic stuff).

Finally playing Skyward Sword. I'm on the volcano area (no spoilers please), but I really hope there aren't only 4 dungeons like in Wind Waker. So far the surface map doesn't look like it has more than 4 areas.

How does almost twice that amount sound then? Better? Also, I'm surprised you have remained unspoiled on the amount of content/structure of this game.
 
Weird, I count 6 dungeons in WW. Forsaken Fortress, Dragon Roost Cavern, Forbidden Woods, Tower of the Gods, Earth Temple, Wind Temple.

Edit: Oops! Two others said it. XD

Forsaken Fortress is not really a dungeon in the traditional sense.
 
Does anyone else want more micro type stuff in this game?

I really liked crafting shields and picking Link's loadout in skyloft. And while if often ended up with me just bringing next to no bombs or slingshot shots, it felt meaningful.

I would want this game to have a gathering and crafting element with reasonable give and take. If you want to go heavy on the chainmail and plates for your tunic, let it slow Link down and make combat more of an endurance game.

Link'll always have the same kit, but honestly he's already ready for everything, specializing even slightly would be a something brand new to this series.

Ehhh...I'm fine with things like the medallions in SS and the Hero's pouch, and maybe a expansion on that, but I wouldn't like to see it taken any further aka no major changes to the base character in terms of comestics or the ability to change anything about Link's person or any colors or anything like that. To be honest though, outside of small things, I'd rather see armor be handled like in TP with the Zora gear in that it gives you a new ability, but at the same time takes an aspect away.
 
Status
Not open for further replies.
Top Bottom