Legend of Zelda Wii U Gameplay Demo

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instead of optional dungeons, I'd rather want puzzles rooms like in Tomb Raider (2013). One of the few ideas that I really liked about this game, and it would work perfectly for Zelda U

My goodness, I hope there is no hunting. I would not be playing this Zelda game then. I really doubt there would be hunting.
I was just joking about that. Hunting in games is fun but this is the Zelda series we're talking about here
 
Really like this move
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Slow Motion combined with gyro controls should make for really fantastic shooting and that's pretty exciting.
Still don't get the "lifeless" "barren" complaints...all the demo was meant to do is show how big the world is and how traversal works (the only new item shown, the sail cloth, is a traversal tool). They didn't show off sword combat (probably to keep it a surprise?), nor dungeons, nor items. We know random large enemies will come out of nowhere for you to fight if the e3 trailer is any indication, we know there are villages and NPC. We only saw like 3 minutes of footage and we saw: Link going up to a tall cliff and jumping off with the sail cloth, then he found Epona, they showed off that she can swerve by trees, then they found a dungeon entrance, killed some badies with the bow, and then found wild horses roaming around. Doesn't sound barren or life less to me.
instead of optional dungeons, I'd rather want puzzles rooms like in Tomb Raider (2013). One of the few ideas that I really liked about this game, and it would work perfectly for Zelda U
there were puzzle rooms in LBW too where you can get stuff like rupees and heart pieces.
 
Swordplay was strong in SS, but let's not pretend it was great in twilight princess or wind waker. It was painfully easy and limited, enemy AI was poor and there were few, if any, serious combat encounters.

OOT and MM get a pass for their era.

So far we have only seen the sword used on epona and some small enemies. Nothing so far indicates the swordplay will be anything special, and that's why I'm open to link being mainly an archer.

I simply wonder how they can evolve the swordplay when they are already retrieving from the advancements made in SS.

They could overhaul the swordplay and implement a parry system, stab and other actions similar to Chivalry Medieval Warfare. Where timing and where your blade strikes the enemy matters in the combat. If they really wanted to, they could easily map the control scheme from SS to Zelda U. Although, the control system would be a bit convoluted and you would lose free camera control when fighting since the direction would be mapped to the control stick.
 
I will say, that the world did seem somewhat empty, I mean it's early footage so maybe it won't be bad, but it did feel a little to sparse at points.

Also, no hunting please, I hate it when it's added to games, and I definitely don't want it in Zelda. I mean this is Zelda, not a wrpg.
Also, show that green tunic already!
 
I hope the over world stays as is. it's like Zelda 1 there were no people in it, it was just link, the land, and monsters. you had merchants in caves and stuff but no towns, no nothing. if they just make it so you can explore like that in an open, beautiful, hostile world I'm gonna cry.

and that comparison of the cliff shot to Zelda 1 manual art was amazing
 
I can't be the only one who wants GameCube controller support, right? I can manager the map in a pause screen, I just love the GCN pad and want more support for it.
 
Yes, but I am more talking about the scale that is presented in Zelda U.

How would Metroidvania design elements work in a super vast environment? You'd have to search every inch of an area to find the item upgrade that allows you to unlock a new area.

Then you find an item in the new area, and with it you backtrack all the way to area 1, which opens up previously inaccessible parts.

That's what defines Metroid :)
Not the atmospheric planets. The level design.

It's simply not feasible to make a massive game with forced backtracking. Thus Zelda U already lost ground vs 2D Zeldas, which are practically metroidvanias. In that you start in the center and gradually unlock new areas in every direction. The overworld in say Oracle of Seasons is a puzzle in itself with meaningful level design. Now it's just fields with arbitrary grass, hills, rocks, paths with no deeper meaning, they just exist for the sake of it.
 
Hunting would be fine if they can make it work. I just want fishing. The fishing minigame in Twilight Princess was my GOTY 2006 behind Twilight Princess.
 
I'm wondering since there are wild horses if that means your horse can die and you will have to tame a wild one. Would be a cool feature.

That would make me feel terrible if I lose one at all.

Yeah, it's the whole reason I got that demon horse in skyrim, I didn't want my horse to ever die. The only mod I ever installed was also to make horses move faster and have more health. I was heartbroken when I finally bought a horse and then I accidentally ran off the side of a cliff and killed it. Nothankyou.jpg ESPECIALLY not Epona.


Also, I've been thinking about stuff that they could do to fill in the overworld. Obviously, the best thing to do would be mini-dungeons, like the caves in twilight princess, with treasure at the end. It would be neat if they could have these procedurally generated with a random treasure at the end. That said, who knows if they actually do anything like that. You could actually do stuff similar to wind waker, as well, where the caves were identical on the inside, but had different tasks (usually kill waves of enemies). If you recycle assets, you can sprinkle these everywhere.

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Related to treasure, i'd love the treasure/upgrade system from skyward sword to return. You could make insects collectable again and have them spawn randomly throughout the world, where appropriate. Twilight princess only had TWO per region and once you caught them, it was pointless to catch more. If you make them a resource (tradable for rupees, used to upgrade, used in quests), then filling the world with insects (or some other collectable wildlife) gives you a reason to run around the open world. Same thing with SS-style treasures, used for upgrades, quests, etc. Have ore come from veins randomly placed along the world (like an MMO), have golden apples be a random rare drop from trees, etc. It gives you a reason to randomly jump off your horse and approach something you spot while riding.

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The last thing is the enemy encounter from the E3 trailer. I'd love more BIG BAD enemies that are really tough to defeat and just spawn at random (but not too often) and chase you down. It'd be nice if it kinda forced you to run for a little bit before you could fight them. Make them really threatening and possibly invincible until you reach a certain point or gain the higher ground or have enough distance between you, or something. You could also have enemies like the soufflee from KI:U that run away from you, but if you catch them, you're rewarded with rare treasure.


Sure, none of the stuff I said is really SUBSTANTIAL, but it's still something nice to do in the open world and has precedence in other Zelda games.


Also, since the world is so big and there is a day/night cycle, there should probably be a way to change day/night, like in OoT/WW. Rather than a song, it'd be nice if you could build a fire/make a tent and sleep out in the open.

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Probably the most barren open world I've ever seen in a next gen game. I get the look they are going for, but we are living in a post GTA V on PS4 world. Things have changed.

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The problem isn't with this Zelda game, which, when viewed from inside a bubble, looks fun and neat and all that. The problem is that the rest of the gaming world has changed and my expectations are higher.

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This is now the new normal and when I see an open world full of the same identical tree pasted over a field again and again and have it presented to me as if it is something impressive and new and to get excited about, I just think about this:

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What kind of post is this? So you get excited by looking at hedges? Don't ever go for a walk in the park, you might pass out from all the excitement!

Zelda isn't about realism. What I expect from Zelda is something with actual artistic merit, a world that looks like its designers poured their imagination and creativity into it, and not realistically rendered bushes and hedges. Goodness. Your comparison is so dumb it's melting my brain.
 
Also, since the world is so big and there is a day/night cycle, there should probably be a way to change day/night, like in OoT/WW. Rather than a song, it'd be nice if you could build a fire/make a tent and sleep out in the open.

Well, since there's a small tent icon on the map, which is probably Epona, who carries camping gear, you're like to get that wish come true.
 
But the actual gameplay field of Xenoblade is void of any gameplay substance, it's literally pure combat that doesn't even take into account the surrounding environment for interesting gameplay/strategy like in The Last Story. It's a boring plane most of the time.

It's...interesting that you would define Xenoblade's environments as boring, as critic and player consensus is very much the opposite of that. It's with your characterization of it being "bland/boring" that I take issue.

(A copy-paste from another thread)

There most certainly was something to do. In fact, the most meaningful and gratifying thing in the entire game, by far. The thing that the world was crafted in service of, and that's exploration. The player didn't need to be baited into traversing and seeing it with some menial task, reward, or whatever other means of carrot and sticking (not to say there weren't any, e.g.: collectibles, unique enemies, EXP and SP-granting landmarks and secret areas, and even certain achievements, I think); the world incited wanderlust in the player by the sheer virtues of its grandeur and quality of its design. And, I assure you, that is something that only a handful of games can manage to do and is very worthy of praise.

The act of exploring itself, for the majority, constitutes the "gameplay substance". The other poster and I aren't asking for TLoZ U to replicate Xenoblade 1:1, but it certainly wouldn't hurt if the former took inspiration from XB in how it manages to get players to want to see every nook and cranny of it. TLoZ U is clearly going to be the biggest Zelda yet, however, they're not going to be able to fill every inch of it with caves, holes in the ground, temples/mini-temples, etc. - quite the opposite, those elements are going to be sparse (that's the reasonable expectation here, given the nature of the game). But that doesn't need to be a problem, because they can easily mitigate that by avoiding monotonous stretches of land and diversifying the topography of the layout as much they can to make all that space as enticing as it can be. That's what people mean when they say they hope it takes inspiration from XB.
 
As far as I'm concerned, Skyrim lacked fun gameplay and some Zelda games lacked the feel of freedom. This footage seems to insinuate they're taking the best of both worlds so I can only be happy with what I'm seeing right now.

Sure, it looks a bit empty so far, but the game is far from its release date so I can't worry about that. They're probably in a phase in which they're making sure the core overworld gameplay is fun without adding all kinds of nonsense in the overworld and they'll add that nonsense later when they're done with that. I'm 90% sure they'll get the big map stuff right when it comes out based on where they are now.

Though all this emphasize on the overworld makes me wonder how the gameplay will be outside the overworld. Will they innovate there as well or are we getting good old Zelda? Them jumping off the horse several times but not doing anything while on ground just makes me way to curious about that aspect of the game. I'll just hope the next gameplay they show won't emphasize on the open world.
 
It's...interesting that you would define Xenoblade's environments as boring, as critic and player consensus is very much the opposite of that. It's with your characterization of it being "bland/boring" with which I take issue.

(A copy-paste from another thread)



The act of exploring itself, for the majority, constitutes the "gameplay substance". The other poster and I aren't asking for TLoZ U to replicate Xenoblade 1:1, but it certainly would hurt if the former to take inspiration from XB in how it manages to get players to want to see every nook and cranny of it. TLoZ U is clearly going to be the biggest Zelda yet, however, they're not going to be able to fill every inch of it with caves, holes in the ground, temples/mini-temples, etc. - quite the opposite, those elements are going to be sparse (that's the reasonable expectation here given the nature of the game). But that doesn't need to be a problem, because they can easily mitigate that by avoiding monotonous stretches of land and diversifying the topography of layout as much they can to make all that space as enticing as it can be. That's what people mean when they say they hope it takes inspiration from XB.

That is so very very true. It was so hard to stay on track in xenoblade because the world just BEGGED me to explore it. I didn't explore it for the items, for the quests, for the checkpoints, I explored it because I *WANTED* to see everything. I really hope zelda invokes the same, for me.
 
I really don't think it will make until 2016, it looks really ambitous game for Nintendo, how many times was Twilight Princess delayed :P

Despite what some GAFfers like to think, it was only delayed once, and that was literally to change things for the Wii version only.
 
It's...interesting that you would define Xenoblade's environments as boring, as critic and player consensus is very much the opposite of that. It's with your characterization of it being "bland/boring" with which I take issue.

(A copy-paste from another thread)



The act of exploring itself, for the majority, constitutes the "gameplay substance". The other poster and I aren't asking for TLoZ U to replicate Xenoblade 1:1, but it certainly would hurt if the former to take inspiration from XB in how it manages to get players to want to see every nook and cranny of it. TLoZ U is clearly going to be the biggest Zelda yet, however, they're not going to be able to fill every inch of it with caves, holes in the ground, temples/mini-temples, etc. - quite the opposite, those elements are going to be sparse (that's the reasonable expectation here given the nature of the game). But that doesn't need to be a problem, because they can easily mitigate that by avoiding monotonous stretches of land and diversifying the topography of layout as much they can to make all that space as palpable as it can be. That's what people mean when they say they hope it takes inspiration from XB.

I don't buy it. I play games for interaction;

pushing blocks to reach high platforms
physically rotating the sword to make door eyes dizzy
using the deku leaf to bypass pits with the help of conveniently placed whirlwinds (but the trick is correct timing since they move around)
sliding down a steep decline while avoiding hazards and try to grab aligned rupees
rolling the bomb along curved space to blast a rock, which unlocks a lava flow, which then does something cool with the environment, such as the seemingly meaningless objects on the ground float on lava and act as platforms

Just a playground of fun gamey stuff to partake in.
 
I don't buy it. I play games for interaction;

pushing blocks to reach high platforms
physically rotating the sword to make door eyes dizzy
using the deku leaf to bypass pits with the help of conveniently placed whirlwinds (but the trick is correct timing since they move around)
sliding down a steep decline while avoiding hazards and try to grab aligned rupees
rolling the bomb along curved space to blast a rock, which unlocks a lava flow, which then does something cool with the environment, such as the seemingly meaningless objects on the ground float on lava and act as platforms

Just a playground of fun gamey stuff to partake in.

Er... I'm not sure what there is not to buy here, nor is anyone saying that those things should be removed from Zelda. You understand that you can have all of that within a space that is itself compelling and fun, yeah?
 
Judging the amount of game content based on 2 minutes of demo intended to show the scope of the world (size, view distance), basic movement, and graphics.

Smart.
 
Er... I'm not sure what there is not to buy here, nor is anyone saying that those things should be removed from Zelda. You understand that you can have all of that within a space that is itself compelling and fun, yeah?

Yep, like Metroid Prime did, it catered to both types simlultaneously.

But what's with the massive, meaningless empty space between two fun activities? Prime had a constant flow of fun due to its limited scope.
 
ITT I have learned that ideally a Zelda overworld should encompass all aspects of any given game genre, in every space available, at all times. And hedges.
 
I can't believe all the people calling for this to be delayed.

This IS their holiday 2015 game. They've got nothing else (at least that we've seen). I see no way this is delayed.
 
So I'm replaying skyward sword right now, and it's still great, but the thing that annoyed me last night was that I climbed all the way to the top of Eldin volcano, got right outside the dungeon door, and then the game tells me I need to climb back down the mountain to get parts of a key. Like, it was just padding, but it was padding in a way that made me feel like I had to just UNDO all the progression I just made (climbing up the mountain). Sure, I wasn't ACTUALLY undoing any progression (you go down different paths, you open up shortcuts, etc), it just made me FEEL like I was.

I'm hoping that by having a big open world, they don't have to recycle land mass, like they did in skyward sword. That you'll always feel like you're moving forward and not backtracking. They have enough space that if they want me to build a key to the dungeon entrance I can go somewhere NEW and not have to go back from where I came from.
 
The land equivalent of WW's ocean.

It's the boring part you are forced to partake in because it takes you to a fun activity. SS has condensed areas with extremely little superfluous space.

No, I'm asking what game you're referring to with that description. Surely you don't mean Xenoblade...
 
So the fact that you can actually jump off Epona and fire arrows in the air means the E3 trailer actually WAS gameplay, right? Most likely in an area of the game that's more far along than what we saw at TGA.
 
Aonuma said helpers are gone. Both ALBW and ZeldaU will have no helpers.

Your just going to have to go to NPCs and ask for hints probably. Also Epona has a built in GPS system...so you may be okay.

I'm used to the partner character soaking up all the character development...where will they make up for that, I wonder? I need a story trailer! @__@

I'm cool with that.
 
So the fact that you can actually jump off Epona and fire arrows in the air means the E3 trailer actually WAS gameplay, right? Most likely in an area of the game that's more far along than what we saw at TGA.

What I want to do with that is have epona run up to a cliff, have link vault off epona over the edge of the cliff, and then sailcloth all the way down. Sogood.gif
 
So the fact that you can actually jump off Epona and fire arrows in the air means the E3 trailer actually WAS gameplay, right? Most likely in an area of the game that's more far along than what we saw at TGA.
Not necessarily, it probably means it used gameplay assets to compose the scene. The camera angle is not the same as normal gameplay.
What I want to do with that is have epona run up to a cliff, vault off the cliff, and then sailcloth all the way down. Sogood.gif
That's exactly what you do in Shadow of the Colossus. That game is doing some of the stuff in Zelda U 10 years earlier XD
 
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