Legend of Zelda Wii U Gameplay Demo

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

The old man was the helper in Zelda 1.

I hope for some caves like a maze-like one in Twilight Princess, it was always a highlight for me to get through the tight paths while the oil in your lamp slowly drains.
 
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.

Ah, yeah I remember this cave. Had to leave when inadvertently discovering this cave early on, wasn't well-equipped.

More caves like this would be sublime.
 
If you had the choice of that or nothing at all, which would you choose?

I really don't know. At the same time that's good to have more stuff I felt obligated to complete everything and in the end I got bored with so many repetitive locations(in WW case).
 
If you had the choice of that or nothing at all, which would you choose?



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.

It depends on how much story they want to put into this one. I agree with you personally, but I just feel like that's how Zelda Team approaches 3D Zelda.

Side note: I really hope we get voice acting. It's time. Not for Link, but everyone who does talk should get VA. At least in cutscenes.
 
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.
If you contrast the 2 videos Nickten, the first thing you'll notice that area in the older one is more densely populated than anything showed in the game awards one. Does this mean that the final game won't have such detail level? Not necessarily but the difference is there.

As for what concerns us (animation talk) i think it easier to notice once Link reaches the pier. It has that sequence in which Link takes out the cape and throws it away, then it makes a very nuanced gesture to reach the first explosive arrow and fires it with the bow held sideways (both things and that bow posture are not seen in any part of the GA gameplay video). Then there's Energy Arrow setup, Link extends it's index finger and pulls of the pin making the arrow extend, arm and slowly build up energy.

The debate is not about if it's doable, but instances like the examples above seems more fit for a cinematic sequence than for something under gameplay conditions.

With the above evidence i think it's pretty certain that it wasn't a sequence under normal gameplay situations but just with a change of camera angle. Assets wise? Yes, it used the ones that will be present in the game it seems.
 
Never played a MGS game

Roger. I think your definition of helper is accurate, but it's not what most people think of when they think of 'Zelda helper.' They think of something that is with you at all times and often interrupts normal gameplay (either via sound to press a button or cutscene) to teach you how to do something or tell you where to go. Mainly Navi/Tatl/Midna/Fi.

I think ALBW handled not having a 'following helper' really well, so I'd like to hope it's just link and epona on their own this game.

I really don't know. At the same time that's good to have more stuff I felt obligated to complete everything and in the end I got bored with so many repetitive locations(in WW case).

Ideally they'd just be for random treasure and not for stuff to 100% the game. Game is way too big to find a random cave on the side of a mountain that has that last heart piece I need. It either needs a fortune teller type npc to mark stuff on your map or it needs to make most of the hidden areas have treasure/rupees as rewards. Or it needs to make important caves have large, visible markers that you won't miss while riding by them.
 
Really excited for the new Zelda game, I hope though that they'll fill that empty world with things to do so it wont be just like and endless run from point A to point B with nothing but grass and trees.
 
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.


I liked that too. But I was talking about one that you have to use that magnetism mechanic. Also it had some lava inside. I felt so great when I discovered it.
 
Eh, tightly designed dungeons are always preferable, but if they wanted to throw something like that in for an extra, I'd be down.

Yeah, I'm just riffing about pie in the sky dream side content. Of course I'd want the focus to remain on well crafted, static dungeons.

Calling it now, new companion is the hood.
 
I liked that too. But I was talking about one that you have to use that magnetism mechanic. Also it had some lava inside. I felt so great when I discovered it.
I know exactly what you're talking about and yeah, it was rad to discover. TP did some things well.
 
Yeah, I'm just riffing about pie in the sky dream side content. Of course I'd want the focus to remain on well crafted, static dungeons.

Calling it now, new companion is the hood.

They already made a hat companion

Ezlo_(Cap_Form).png

I think it's time for candle to shine.

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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.

The moment fighting the colossi are meant to stand out, because they are the climax.
If you fill every moment of a narrative with climax, nothing stands out anymore.
It's like the use of silence and loud music/sounds, you have to balance them to have the loudest moment have an impact.

That said, i enjoyed the exploration parts of SotC like few other experiences i've had in gaming.
Exploring around because i was curious about the world itself, instead of being on the search for the next trinket, upgrade, or whatever, made it all the more peaceful and interesting.

Finding a tortoise slowly walking around or a weird looking tree, or a neat looking cave with a forest inside it, was very rewarding on its own, without having a constant stream of baddies and loot assault my senses, like Skyrim would've had.

The only flaw in my opinion was making the Colossi linear in their appearance, instead of having YOU find them through that exploration.
It would've made the game all the more exciting.

I won't be arguing about what Zelda should or shouldn't be, because every fan i'm sure has their own vision as to what that entails, and as a Tomb Raider fan who feels the newest Tomb Raider has lost its way, i can at least understand the sentiment, but on a personal level, SotC is among the best experiences i've had in gaming, and i'm very excited by what this Zelda seems to "borrow" from it
Hopefully they can make an open world that is a bit better looking than it is right now, that would be my only gripe so far.
 
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.

You don't have to skin fishes, and you don't kill them when you catch them, just really really brutally maim them.

I think that's more due to the fact that ALBW was a handheld game rather than an open ended game. Nintendo seems to want to make most of their handheld games easy to play for short bursts, and lengthy narrative exposition doesn't suit that philosophy. Also, when ALBW's
narrative did kick in at the end
, I found it very rewarding and emotionally engaging.
 
It's pretty, but is there anything to do in the world?

I remember Twilight Princess have large plains to ride over, with absolutely nothing to do in them.
 
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.

You didn't really pay attention then. He said "4-5 more minutes to get there" and that was at the end of the video, not the beginning. There were cuts in the video. This wasn't one continuous walk through the world from A to B. They cut out a bunch of stuff, even had drastic time-of-day changes. Aonuma avoided looking at lots of stuff we can catch faint glimpses of. They showed us what they wanted to show us. This was about the size of the world and things you can do while riding your horse. That's it.

Remember the E3 teaser? That stuff will happen in the game. A giant monster thing might appear and you'd have to deal with it. There's stuff to find, landmarks all over, wildlife. We've seen all of this already.

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?

Nobody on GAF has worked at Nintendo EAD. What other studios do is irrelevant.
 
Lava Cave
That's what I was looking for. Man, I really want more stuff like that. I think I wouldn't care if they changed the full dungeon models to dungeons like this(ok, a bit bigger)...
Very cool to discover stuff like this.
 
Epona would be nice as the companion, you can talk to her, like on Twilight Princess, give her apples, play with her on minigames, battles, customize/decorate,competitions, bullying other horses, etc.
 
Of there will be. Nintendo has commented on this several times.
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.

And to add something to that you said: even games like RDR or GTA have barren fields with nothing more to do than running around and enjoying the vista. I dont know why it is wrong in an Zelda gamr.
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.

Because a big empty overworld like in Twilight Princess (or even a small empty one as in Skyward Sword) bores most people to death. I'm playing games to have fun, not to walk for for 10 minutes from one location to another - doing nothing but walking or riding.


And to add something to that you said: even games like RDR or GTA have barren fields with nothing more to do than running around and enjoying the vista. I dont know why it is wrong in an Zelda gamr.

The difference being there that at least GTA games have something to do in large parts of the overworld, which wasn't really the case for the last three Zelda console titles.
 
It's pretty, but is there anything to do in the world?

I remember Twilight Princess have large plains to ride over, with absolutely nothing to do in them.

Yeah, that's been my second biggest concern too. I love SotC but I don't want a Zelda game that features a similarly desolate and empty landscape to ride across while you look for dungeons where the action is. Going by the original teaser, I do suspect they will have some kind of dynamic enemy encounter system though, possibly based on the time of day.

Which brings me to my biggest concern, one mostly brought on by my love for Twilight Princess save for the same flaw: that the game will yet again childishly over-telegraphed combat that is (A) at odds with the game's overall tone and that (B) never feels as challenging or rewarding as the simple yet deep combat of the first two Zelda games that always kept you on your toes.

With such a vast overworld and more realistic/sombre look, this new game more than ever should feature combat that challenges you to stay alive and that makes you feel relieved when you finally manage to increase your no. of hearts or reach a safe haven. It's been said many times since, but a bit of inspiration taken from the Souls series in terms of tactical combat encounters and the subsequent danger of losing valuable stuff would go a long way here.

Overall I am still VERY excited though! Think about it, this could be the first Zelda game that finally manages to approach the art work of the first Zelda games in real time, i.e. the ones showing Link peer out from a cliff side to view a vast land below him, or him tentatively trekking through caves or ruins with a torch. This might in other words be the game that lets you feel like you are exploring a varied, hostile environment with occassional moments of peace (and perhaps even some humor) in villages and moments of dread and even bigger dangers in dungeons. Let's hope they don't ruin that with enemies that can barely hurt you, a fighting system that's again accompanied by musical notes to indicate successful hits, or endless hidden treasures featuring nothing of value because of maxed out wallets and having nothing to buy.
 
I think that's more due to the fact that ALBW was a handheld game rather than an open ended game. Nintendo seems to want to make most of their handheld games easy to play for short bursts, and lengthy narrative exposition doesn't suit that philosophy. Also, when ALBW's
narrative did kick in at the end
, I found it very rewarding and emotionally engaging.

You're probably right, it just felt really jarring going from SS to ALBW though. At the least, I can say that I really enjoyed the story the second time I played it, doesn't really mitigate the problems with its items or dungeons however, but I think initially I was a little too hard on the game. Still, I'd love an actual explanation to what Lorule is and all that, I mean I don't really like just creating parallel universes like that because it kinda diminishes the importance of the main universe.
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.
You are wasting your time here. Have expended months (years maybe) explaining this, people that think that way refuse to understand.

The "empty space" point of view has some validity in something like Wind Waker. In there the overworld was big in terms of space but it wasn't interesting to explore since there wasn't significant land masses with land marks to view and remember, just tiny island that acted as portals to other places. It had some diversions in your way to the destination, but it was moslty that blue layer with nothing much visually appealing in between.
 
Welp, now that the comparison with GTA is over, I'm looking forward to the reaction when the first Dark Souls fan come here to complain about the lack of challenge and that Zelda should imitate its combat mechanics.
 
You are wasting your time here. Have expended months (years maybe) explaining this, people that think that way refuse to understand.

The "empty space" point of view has some validity in something like Wind Waker. In there the overworld was big in terms of space but it wasn't interesting to explore since there wasn't significant land masses with land marks to view and remember, just tiny island that acted as portals to other places. It had some diversions in your way to the destination, but it was moslty that blue layer with nothing much visually appealing in between.
Fortunately, Nintendo is doing it regardless of the minority. So in the end I get what I want.
 
Really excited for the new Zelda game, I hope though that they'll fill that empty world with things to do so it wont be just like and endless run from point A to point B with nothing but grass and trees.

I don't want tooooo much. I actually liked the sailing in wind waker hd. The theme kicks in, you cross the sea and have time to sort the inventory on the gamepad screen, take a break between quests and get ready for the next dungeon. Welcoming change of pace.
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.

We think alike.
 
Guys.

The world was empty because it was a demo intended to show you how big the world is. They didn't want enemies or npcs stopping them constantly.

I don't really expect the world to be filled with npcs outside of villages etc. tbh.
I'll reserve judgement for when it's out, but, depending on the amount of content in the game, we might be able to see to what extent nintendo adapted to HD games development cycles.
We don't know how many people are working on this, right?
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.

This man! I never felt Twilight Princess bland as people talk. Sometime I turn on the game and discover new stuff by observing the world and riding in my horse.

#teamemptyworldcanbecool
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.

Exactly. In Zelda I'm fine with both the fun objectives and having a fleshed out Hyrule to bask in. This game will satisfy both needs.
 
I guess I never really thought of the islands in the Sky to be an overworld in the traditional sense. If anything, they were like an extention of Skyloft to me. Or like the center fields in both OOT and MM. Found it no different than any other 3D Zelda game than say, TWW.

On the size of the overworld: I don't really care what they do. I've long since realized that my preference for Zelda games comes down to dungeons and personality. I think the fear, if there is any, is that they'd spend too much time working on the overworld and not enough on the more detailed elements, but there's no evidence towards that at this point.

My crazy guess as to what they're going to do in the overworld is that you will be asked to hunt or prevent giant monsters from attacking cities, like that octo-robot in the first teaser. That, combined with setting waypoints and figuring out how to get to areas will fill in the overworld with moment to moment objectives.
 
Again I ask, why does every square inch need something to do? SotC is brilliant because of the space it creates and the thoughtful fantasy landscape. It's a character in itself. Overstuffing the environment just feels cheap and superficial as it shows you don't have faith in the larger design process to be compelling enough. The dungeons will be very tightly designed, there is no doubt. Allow for space. There is beauty and meaning there. Same idea with design in general. The meaning is created by negative or white space because the lack of something gives greater emphasis to what is there. I'm glad Nintendo is remembering that.

High-five!
 
Nobody on GAF has worked at Nintendo EAD. What other studios do is irrelevant.

Correct, but I think it's safe to assume that some design practices would carry over from studio to studio. As a software engineer, it seems logical to build the tools, the world, and THEN fill the world once all the other parts of the game are fleshed out. I'd like to think that if a lot of other open world games are built the same way, nintendo would probably do something similar. Yes, you're right that we don't know for sure. All i'm saying is that i'm pretty sure it's not surprising that the world doesn't have a lot of stuff in it yet, because if i'd have to guess, that would be one of the last things you'd do before you get to the final portions of debugging.
 
Would you guys like Metroid Prime more if they increased the sheer size and let everything remain the same?

So the narrow tunnels connecting two large areas become wider and longer, with absolutely nothing in them beside cosmetics? Instead of it taking 5 seconds to walk through, say 20 seconds just to go from door A to door B?

Because this is what I'm arguing here, the sheer scope. Retain the exact same layouts, shapes and forms, just make them smaller in size to minimize walking. Expanding the space has absolutely zero effect on me.
 
sörine;142216969 said:
Sort of. Skyward Sword was plagued by a lack of an overworld at all.

Which made it better than Twilight Princess. Having a small boring overworld was still a huge improvement over the vast emptiness in Twilight Princess. I didn't even bother to finish TP (I did finish Skyward Sword and regret wasting my time in hindsight).
 
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.
Would be a shit ton of work, but it would need to have a few interactive overworld themes - similar to Ocarina of Time, or the much more fleshed out overworld theme in Twilight Princess. Two to three of those would be fine.

Could maybe section them off by region (like ALttP) or section them of by main quest progress (sort of like what Wind Waker did half ass with "The Great Sea" and "The Great Sea is Cursed")
 
Looked pretty neat, albeit with a very basic and lifeless open world.

Actually enjoyed the presentation style as well, just a honest look at the game with the creators chatting. Sure the features weren't spectacular but it beats a CGI trailer by a landslide.
 
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