Legend of Zelda Wii U Gameplay Demo

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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 did say at the time it was in-game. Was likely taken from gameplay just with a dynamic camera angle.

I think the bow is going to have a big focus on it this time round, given the crazy transformer arrow in the e3 demo and then showing bow combat again here.
 
Somwething that we haven't even talked about is the over world music. With a world like this, the song must be the most epic shit ever.
 
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.

What is pacing? What is a sense of journey, discovery, exploration and adventure?

The map they've shown looks really rough even compared to the E3 teaser trailer, but i like the idea of a huge, vast world to explore, it gives me Shadow of the Colossus vibes.
If in Shadow of the Colossus you could teleport from one colossus to the next, it would've lost a huge part of its charm.
 
Somwething that we haven't even talked about is the over world music. With a world like this, the song must be the most epic shit ever.

For a world this big it needs several. It would get quite annoying to hear the one same song over and over in a huge world like this.

Edit: Also a point I haven't seen brought up regarding how empty and lifeless the overworld is: There are several cuts in the video, why would they do a bunch of cuts? Because they didn't want to show off shit that might be spoilery' or plain isn't ready yet.
 
Somwething that we haven't even talked about is the over world music. With a world like this, the song must be the most epic shit ever.

I'm really hoping we get an orchestral version of the original zelda's overworld theme. It seems more fitting for this game.

What is pacing? What is a sense of journey, discovery, exploration and adventure?

Some people like different things in different games :/ It's not worth arguing. If this isn't the zelda game for them, then this isn't the zelda game for them. No point debating whether exploring an open world is fun or not, as it may not be for everyone.

Twilight Princess had an awesome dynamic theme, so I hope they do something like that but bigger.

Go the animal crossing route, every hour is a new song :p But seriously, 3-4 songs would be great. One for Night, one for morning, one for afternoon.

Different regions will likely have different songs, too. I'm sure the deserts/mountains will have different themes. It'll be fine. I trust them. Heck, even ALBW had different overworld themes based on story progress.
 
In a Zelda game, I don't think I'd be happy to be hunting animals. It's one thing killing evil enemies which explode into smoke, but killing defenceless animals and having their dead bodies appear - I would not want to do that at all.
 
I think some flowers here and there, a butterfly and a handful of birds would do to mitigate the lifeless complains.
Already has flowers (someone posted screenshots, was hard to see due to it being off screen and at speed) and bugs were also mentioned but again we couldn't see them.

I would be willing to bet a high quality capture would shot off much more detail.
 
Some people like different things in different games :/ It's not worth arguing. If this isn't the zelda game for them, then this isn't the zelda game for them. No point debating whether exploring an open world is fun or not, as it may not be for everyone.

Sure, but i'm bringing forward MY opinion of why it can be.
 
Btw, everyone keeps calling the enemies Moblins. But they're not Moblins.

They're Bokoblins or Bulblins (though the latter tend to be green). Moblins are always big hulking creatures and Bokoblins and Bulblins are always little grunt enemies that look more impish.

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Bokoblins:
Green_Bokoblin.png

Wind Waker design

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Twilight Princess design

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Skyward Sword design

Bulblin
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Twilgiht Princess design

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Spirit Tracks design

Moblin

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Zelda 1

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Zelda II

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ALTTP

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Ocarina of Time design

800px-Moblin_Figurine.png

Wind Waker

MoblinWoodShieldSS.png

Skyward Sword

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ALBW

I really miss Twilight Princess monster design. I hope that after Zelda Wii U they will make a Zelda with the same artstyle.
 
What the fuck? It's a known issue in WW, it's why they added 2x speed sailcloth upgrade in the HD version. To mitigate boring downtime. It's why there are teleportation portals in TP etc.

There were teleportation portals in WW, too. The problem was that getting from point A to B was just flat with nearly no obstacles. At least the new zelda has varied terrain, landmarks, wildlife, etc. The WW ocean was moreso due to GC limitations than anything.

Yes, it was a bit boring, but how boring it is was a bit overblown, imo. I guess it's more boring for different people. It was not unbearable for me, anyway.

Sure, but i'm bringing forward MY opinion of why it can be.

You and I are on the same page with that opinion. :)

I really miss Twilight Princess monster design. I hope that after Zelda Wii U they will make a Zelda with the same artstyle.

I always felt like the SS enemies felt out of place in the zelda world. They were japanese oni in a fantasy setting, which felt off, to me anyway. I'm glad they tried something new, but they're my least favorit bokoblin/moblin designs.

 
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.

It was definitely a cutscene, but definitely in engine.
 
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.
it at least shows that what was shown at e3 is doable. The whole throwing away the hood and some minor details like him pulling out two arrows at a time might of been added in, but the rest looks completely doable
Not necessarily, it probably means it used gameplay assets to compose the scene. The camera angle is not the same as normal gameplay.
The camera is more of a trailer view to give better footage, doesn't mean it's not necessarily in game/actual gameplay
 
What is pacing? What is a sense of journey, discovery, exploration and adventure?

The map they've shown looks really rough even compared to the E3 teaser trailer, but i like the idea of a huge, vast world to explore, it gives me Shadow of the Colossus vibes.
If in Shadow of the Colossus you could teleport from one colossus to the next, it would've lost a huge part of its charm.
Shadow is empty though. I can't say the trek to finding the colossi was anything other than tedious and sort of pointless at the end of it all. The moments that stand out to me in that game are the fights against the colossi -- not the barren overworld. I understand why it's there, but it's not something other games should follow unless they're aiming to be something like Shadow. Zelda isn't Shadow and it shouldn't strive to be. Zelda can get the sense of adventure by doing what it's always done: whether it's activating timeshift stones in LaNayru or traveling through the heart of a thunderstorm in the dead of night on the sea in Wind Waker, Zelda can do those things. It should keep doing those things.
 
With the size of that map I wonder what the odds are of Loftwings making a return later in the game.

As for the whole map size/emptiness debate, it's a tough one. We didn't see much in the way of enemies etc, but it was clear that the footage was very carefully chosen. Hardly surprising since they haven't even announced the full name or anything about the story yet.
 
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 not sure how to feel about this :/
 
Not necessarily, it probably means it used gameplay assets to compose the scene. The camera angle is not the same as normal gameplay.
Well, obviously. His point was that the E3 footage was indeed someone actually playing the game, which it looks like was very much possible. Goes without saying the camera was adjusted for the purpose of creating a video.
 
were comparing the legends of zelda a medieval world with Grand Theft Auto V set in LA, in 2014 a giant city

You guys are crazy, compare this game to Ico or Rise god damn it atleast something on level pegging with it

compared to Rise this looks very much the same visual style

remember this is not a game striving for almost photo realism like GTA, this is a game aiming for a specific visual style very much akin to Rise, the wind waker and other cel shaded /semi cell shaded games.

and lets not forget the massive elephant in this room every one comparing it to the FINISHED GTA V product, this game is not out until late 2015 that was an early development shot of a game running on a system that really is not on par with a ps4, its on par with the PS3

people are creatively and specifically choosing elements of finished products to claim this game in development is barren....its madness
 
expect all 3D Zelda games to be Mario titles brehs

Eh people want the Mario 64 style to come back instead of linear levels. I hate that with a passion too. Sunshine made it worse by expanding the scope.

My taste can be applied to any genre, it's not a platformer thing or anything like that.
 
I'm not sure how to feel about this :/

Wind waker didn't have helper NPC, but you still had the stone to talk to the king/zelda as needed.

ALBW had the glasses and map markers, which were really well done.
Story cutscenes would teach you how to do stuff like save (Gulley) or use inventory (Ravio) while the map showed you where the dungeons were and where to go next. If you needed help, the fortune teller could tell you where to go and his glasses could help you solve a puzzle.

It's the best, least-intrusive, help system a zelda game has ever had. It worked great.
No helper NPCs are perfectly fine.

Helpers arent gone, they just wouldnt be level of fi. YOu need helpers as a mouthpiece for link so they would be gone.

ALBW didn't have anybody to be a mouthpiece for link, it worked fine. Link always has 'implied' dialogue in a ton of the games. People get link to explain stuff to them all the time. You make dialogue choices in nearly every zelda game. Link can definitely talk to people, we just don't hear it as people playing the game.
 
I see some people worried about this game not making it by 2015. I wouldn't worry, as Nintendo has been spot-on with their release dates lately. Remember when some thought Smash wasnt gonna come out in 2014?
 
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.

Kakrikogorge2.jpg
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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.

Thats-just-collectibles.jpg


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.

zelda-link--article_image.jpg

Twilight Princess has a mini-dungeon that represents well what I want to see in the next Zelda game. I forgot the location but you need some itens in your inventory to get there. There was a piece of heart in the end.



I always felt like the SS enemies felt out of place in the zelda world. They were japanese oni in a fantasy setting, which felt off, to me anyway. I'm glad they tried something new, but they're my least favorit bokoblin/moblin designs.

Thanks for the info. I felt the same way about SS bokoblin.


EDIT: Also, judging by the images released during the development, I assumed that the lamp would have a much more important role in Twilight Princess. In the end a few caves used it, but I liked the use a lot. So it's another think to look for in Zelda Wii U
 
Well, obviously. His point was that the E3 footage was indeed someone actually playing the game, which it looks like was very much possible. Goes without saying the camera was adjusted for the purpose of creating a video.
No it wasn't someone playing the game. It was a cutscene with in game assets, as you notice there are an assort of animations that are not present under normal gameplay consitions.

Neither my previous answer nor this one debated if it was possible or not to have that level of detail in gameplay. BYK made a question and others and i gave him this answer.

Not much no less.
 
So, uh,

what's the story with Link's robot arrows?

Here's my guess: the game's going to focus on burgeoning technology/imperialism versus nature/animism, the most Miyazaki of themes.

Robot Laser Octorok supports this speculation.
 
Twilight Princess has a mini-dungeon that represents well what I want to see in the next Zelda game. I forgot the location but you need some itens in your inventory to get there. There was a piece of heart in the end.

Yup, I think it was near lake hylia. It worked great. I'd love more of those + what we see in ALBW. Making them well-designed, though, might take a bit more work than they have time for, so i'd be fine with reusing assets, giving us waves of enemies, randomly generated paths (like pikmin 2 dungeons), etc. As long as they're not essential to complete the game 100% (no hearth pieces/key items), i'm ok with random/simple mini dungeons.
 
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.
I think this is pretty much more of what I liked about Skyward Sword. The combat uses the hardware uniquely and it looks just plain fun because of it.
 
Wind waker didn't have helper NPC, but you still had the stone to talk to the king/zelda as needed.

ALBW had the glasses and map markers, which were really well done.
Story cutscenes would teach you how to do stuff like save (Gulley) or use inventory (Ravio) while the map showed you where the dungeons were and where to go next. If you needed help, the fortune teller could tell you where to go and his glasses could help you solve a puzzle.

It's the best, least-intrusive, help system a zelda game has ever had. It worked great.
No helper NPCs are perfectly fine.



ALBW didn't have anybody to be a mouthpiece for link, it worked fine. Link always has 'implied' dialogue in a ton of the games. People get link to explain stuff to them all the time, so he can definitely talk to people, we just don't hear it as people playing the game.
Hilda was your helper in ABLW, and the KIng of red loins was your help in WW
 
A single procedurally generated mini-dungeon that rewards multiple visits would be amazing, but now I'm just reading from my dream journal.
 
What are these assorted animations and how do you know they are not in the final game? Because they are missing from the tiny bits we same in the gameplay video?

I think the answer is we don't know for sure. Nintendo have said that E3 video was gameplay, they showed of in the gameplay video that the jumping off the horse mechanic is in the game.
 
I loved the demo and I cannot wait..

However..

I really dont want a giant land mass without anything to explore/do. During the demo, they said "oh it will take us about 15 minutes to get there" (paraphrasing), yet all he really did was ride epona the entire way there without many enemy encounters.

I really hope there are secret dungeons or caves to explore along the way/exciting random events. Otherwise, traversal will become more of an annoyance than anything.
 
Hilda was your helper in ABLW, and the KIng of red loins was your help in WW

You couldn't freely communicate with hilda in ALBW. She only had lines of dialogues in cutscenes and when you entered a new area in the dark world for the first time. She also didn't exist until you finished the first portion of the game, unlike most of the other helpers.

I guess our definition of helper is a bit different. Helper to me is navi, midna, fi, someone you can press a button to talk to when you're stuck, someone who would explain game mechanics to you when they became available. They also directly affect (story-wise) some gamplay mechanics. Navi was used for targetting. Midna provided you with teleportation/wolf combat, fi provided you with dowsing/sword powers. King of red lions was a bit less intrusive than navi/midna/fi, but he was still roughly the same, as he was your vehicle.

Hilda just provided story/exposition.

If Hilda constitutes a helper in LBW then are we considering Sahasrahla a helper in LttP? Madness.

Exactly.
 
I loved the demo and I cannot wait..

However..

I really dont want a giant land mass without anything to explore/do. During the demo, they said "oh it will take us about 15 minutes to get there" (paraphrasing), yet all he really did was ride epona the entire way there without many enemy encounters.

We don't know what he did, due to the jumpcuts.
 
Outside of the overworld, I really hope they can balance the nonlinear overworld with a good linear story. I loved the stories in TP and SS, but wasn't a fan of how it was treated in ALBW, so yeah I wouldn't want Zelda U to replicate that. Not sure how I feel about no helper, I usually really like those characters.
What about the fishes?!
You don't have to skin fishes, and you don't kill them when you catch them, just really really brutally maim them.
 
You couldn't freely communicate with hilda in ALBW. She only had lines of dialogues in cutscenes and when you entered a new area in the dark world for the first time. She also didn't exist until you finished the first portion of the game, unlike most of the other helpers.

I guess our definition of helper is a bit different. Helper to me is navi, midna, fi, someone you can press a button to talk to when you're stuck, someone who would explain game mechanics to you when they became available. They also directly affect (story-wise) some gamplay mechanics. Navi was used for targetting. Midna provided you with teleportation/wolf combat, fi provided you with dowsing/sword powers. King of red lions was a bit less intrusive than navi/midna/fi, but he was still roughly the same, as he was your vehicle.

Hilda just provided story/exposition.



Exactly.
Both zelda in St and Linebeck in PH are consider helper but there was no button to talk to them. For me a helper is someone who pushes the story along and gives me helpful info throughout the story.
 
Yup, I think it was near lake hylia. It worked great. I'd love more of those + what we see in ALBW. Making them well-designed, though, might take a bit more work than they have time for, so i'd be fine with reusing assets, giving us waves of enemies, randomly generated paths (like pikmin 2 dungeons), etc. As long as they're not essential to complete the game 100% (no hearth pieces/key items), i'm ok with random/simple mini dungeons.

https://www.youtube.com/watch?v=8zBzLplGMQw

This one? I played the game for the first time like a week ago and liked this place. More caves like these with things at the end would be cool.

Maybe make more heart pieces, like 100, to put in caves and make exploring worth something.


Or make a new collectible.

Maybe make bosses not give hearts, only pieces you find from exploring. Would fit in the exploring-game they want from the game.
 
If anyone on gaf has worked on an open world game, at what point in development do they flesh out the open world with content? To me, it would seem like that's one of the last things you do. Create the ability to flesh out the world first (enemies, collectibles, treasures) and then sprinkle those things around once you design/implement the actual game/missions. Figure out what areas of the map get the least amount of attention through normal play and then... put the random stuff there.

https://www.youtube.com/watch?v=8zBzLplGMQw

This one? I played the game for the first time like a week ago and liked this place. More caves like these with things at the end would be cool.

Maybe make more heart pieces, like 100, to put in caves and make exploring worth something.


Or make a new collectible.

Maybe make bosses not give hearts, only pieces you find from exploring. Would fit in the exploring-game they want from the game.

Yeah, that one. I'd be perfectly happy if they create some engine to procedurally generate dungeons like that and sprinkle them throughout the world with random treasures at the end. The longer the dungeon, the better the treasures. Treasures that can be used to upgrade equipment, sold for rupees, or used in quests ('my girlfriend would really like this really rare flower, if you ever find one, i'll make it worth your while!') that result in heart pieces/upgrades.

Both zelda in St and Linebeck in PH are consider helper but there was no button to talk to them. For me a helper is someone who pushes the story along and gives me helpful info throughout the story.

Do you consider Col Campbell a helper in the metal gear games?
 
Yup, I think it was near lake hylia. It worked great. I'd love more of those + what we see in ALBW. Making them well-designed, though, might take a bit more work than they have time for, so i'd be fine with reusing assets, giving us waves of enemies, randomly generated paths (like pikmin 2 dungeons), etc. As long as they're not essential to complete the game 100% (no hearth pieces/key items), i'm ok with random/simple mini dungeons.

I think that some dungeon with waves of enemy worked great in Wind Waker. But I really don't want more crtl+c crtl+v stuff like the lots of submarines and towers with bokoblins.
 
A single procedurally generated mini-dungeon that rewards multiple visits would be amazing, but now I'm just reading from my dream journal.

Eh, tightly designed dungeons are always preferable, but if they wanted to throw something like that in for an extra, I'd be down.

As for the sidekick stuff, he'll get one because he'll need someone to be his voice.
 
I think that some dungeon with waves of enemy worked great in Wind Waker. But I really don't want more crtl+c crtl+v stuff like the lots of submarines and towers with bokoblins.

If you had the choice of that or nothing at all, which would you choose?

Eh, tightly designed dungeons are always preferable, but if they wanted to throw something like that in for an extra, I'd be down.

As for the sidekick stuff, he'll get one because he'll need someone to be his voice.

Link doesn't need anyone to be his voice. You talk to people all the time in ALBW without anyone talking for you. Just let the other NPCs do the talking for you. Heck, even Fi/Midna didn't interact with NPCs for most of their games. You always got dialogue choices when things mattered, too. You can have plenty of NPC interaction and story progression without Link or a helper needing to say a word.
 
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