Legend of Zelda Wii U Gameplay Demo

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I'm sure it still looks good, but there's no denying that a lot of the details we can see in the original screenshot and footage are gone. Things like flowers among the grass and ambient particles and insects.

Now, I don't think that is any indication of some sort of downgrade, but it's true that these aren't in this build.
No denying?
 
Cameraaaa

AIZ079z.gif


I like the shading.
 
I think the area I want to see the most right now is the skull lake seen on the map.

Calling it now, dark/water themed dungeon. Can't wait omg.
 
No denying?

I'm just going to edit that post because people are picking up on things I wasn't intending.

I was saying that the original shot has a ton of details, while there are much less in other areas we see in this new demo. It was really just an observation, rather than me trying to imply something about the development.
 
Given the special effects on Link's arrows, the fact that he enters a bullet time like slowdown effect when he leaps off the horse into the vaulting arrow shot, and the fact that Timeshift stones exist in the Zelda universe I'm thinking one simple concept that will have big implications into the next game.

I think Link is using Timeshift Stones to make certain weapons like his arrows and that when he uses his tools in certain ways he will be able to "slow time" or perform other time related abilities. Before he could traverse time, but I could easily see them working in time slow abilities that are item or attack specific for the new Zelda. For that matter they could play with speeding up time, rewinding, or the paradox abilities across certain items. If he had all these abilities at once it'd throw off Zelda a lot, but if each item held just one such mechanic as an option for it (perhaps at the cost of magic?) it could go quite a long way for puzzles.

Holy shit :o
 
Here is the path I think they took in the demo:
jbdroU0BnhuzYH.jpg


  1. They start out where the green arrow on the map is, obviously. Facing the tower and the tall mountain in the northwest corner of the map. They jump off northwest. Sunset.
  2. They reach a cliffside with a torch near a body of water. They are pretty close to the tower. They find Epona. I think the torch may be the tent icon on the map. Still sunset.
  3. They ride along a shallow pond and then around a massive forested plain. If they didn't mess with the time of day it took a while to get here because it's midday.
  4. They ride up a hill while talking about swinging a sword. A tower is in the distance, possibly the same tower. Aonuma wants to go someplace where he can find enemies.
  5. They arrive at the dungeon area south east of the bridge across Lake Hylia heading away from the bridge, implying they crossed it. They fight some enemies here. It is now sunrise.
  6. They ride through a narrow forest path. Can't really place it. If it's shortly after the last clip then it is still sunrise and based on the shadows they are heading west back towards the lake.
  7. They go back towards the Lake Hylia bridge, then turn back around and head towards the dungeon area, then end the demo.
 
Do we have any idea about the dev team size? Hope they aren't understaffed and end up half-baking thing.
 
I hope there's some order in dungeons because the ones in ALBW suffered in complexity of puzzles and difficulty because of no order.

Also, ALTTP >>>>>>>>>> Zelda 1 in every way
 
Do we have any idea about the dev team size? Hope they aren't understaffed and end up half-baking thing.

They enlisted monolith for SS, but monolith seems mostly busy at the moment. I assume if XCX is near completion, a portion of the dev team is free, so hopefully they got pulled into Zelda. That said, no idea how many.
 
I'm just going to edit that post because people are picking up on things I wasn't intending.

I was saying that the original shot has a ton of details, while there are much less in other areas we see in this new demo. It was really just an observation, rather than me trying to imply something about the development.

That's because of two reasons:

1) The video was not direct feed, so you will not be able to see as many details as that original direct feed reveal trailer.

2) The new video is in a different area and different time of day, so it probably has less colorful vegetation.
 
There better be less then 10 dungeons. I'm really worried that they'll be a ton of tiny dungeons like in ALBW, and I can't imagine enjoying that. I want really long dungeons that take hours to beat.
 
I hope there's some order in dungeons because the ones in ALBW suffered in complexity of puzzles and difficulty because of no order.

http://kotaku.com/the-big-zelda-interview-e3-2014-1592548169

Schreier: I wanted to talk a little about the open world in the next Zelda game that you announced. I played Link Between Worlds, and I liked it very much, and it was very interesting in the way it changed things up and was non-linear in that you could rent items and choose which dungeons you wanted to go to in whichever order you wanted to go to them. But for Link Between Worlds, in each of the dungeons, you could really only use that one specific item that you needed to bring into the dungeons, and there weren't the multi-item, really complicated, difficult puzzles that other Zelda games often have.

I'm wondering—if the new Zelda is also non-linear, will you run into the same problem? How do you make a Zelda game that is non-linear and also has those kind of difficult dungeons that require you to use multiple items and are very complex and complicated and interesting?

Aonuma: I hadn't actually thought that because there was only one item per dungeon that puzzle-solving was made simpler because of that, and that in contrast multiple-item puzzle-solving was more complicated, so I guess I'll keep that in mind.

About the open world though in the new Zelda game—I heard that there was some concern out there about whether or not the images that were used in the trailer were cinematics or if they were actually in-game graphics—they are indeed in-game graphics. So you saw behind me there were mountains in the background; you can actually go to those on your horse. You can actually ride out to those—I just wanted to clarify that.

At least aonuma is aware of the concern.

There better be less then 10 dungeons. I'm really worried that they'll be a ton of tiny dungeons like in ALBW, and I can't imagine enjoying that. I want really long dungeons that take hours to beat.

Given the same dev time, let's make up a number. You can have 4 big, long dungeons, or 7 smaller dungeons. While the 4 bigger dungeons might feel more epic, having 7 dungeons means you now have 7 different settings/themes. Potentially more bosses, but who's to say they wouldn't just become minibosses in the larger dungeons. Also, having more dungeons might be better at pacing the game (not everyone has the time to play through a larger dungeon in one sitting). It also, on paper at least, makes it seem like the game is longer. I guarantee that if you have 4 dungeons that take longer than all of OoT's dungeon's combined, you'll get troves of people complaining that 'LoL the game only has FOUR dungeons,' etc. I think you need to strike a balance.

Also, ALBW dungeon length was partly because it was a handheld game, so they like to make things a bit more bite-sized on there (see Luigi's mansion 1 vs 2)
 
I hope there's some order in dungeons because the ones in ALBW suffered in complexity of puzzles and difficulty because of no order.

Also, ALTTP >>>>>>>>>> Zelda 1 in every way
It should just be like the original Zelda. Make certain dungeons and areas too hard for the player to want to explore. Or let us realize that we're ill prepared somehow.
 
Even if its not ready to show today, they still have a year to have it ready, I dont see how that has anything to do with the game coming out in 2015. Its not like they said the game is Q1 2015

The only reason people bring up that Zelda U will be delayed if because past Zelda games been delayed, no reason to act like them not showing certain stuff means its gonna be delayed, when a game is a year away from coming out

Because i'm thinking that, if they had areas (of the overworld) that looked more polished, maybe they would've shown those.
I guess we'll see how the game looks at E3 though, maybe they didn't want to spoil anything decent for the TGAs.
 
That's because of two reasons:

1) The video was not direct feed, so you will not be able to see as many details as that original direct feed reveal trailer.

2) The new video is in a different area and different time of day, so it probably has less colorful vegetation.

Could very well be. Certainly because it's low quality we won't be able to see a lot of detail. But you can see the flowers up close no problem. There's just a lot less in these areas. Of course not every inch needs to be a field full of flowers.

Which reminds me, same thing with the grass, not every field needs to be a lush green field. I'm hoping they end up varying the color of grass in different regions.
 
Has this been pointed out already? I was rewatching the video and saw a brown deer/antler or something with horns standing on top of that rock right of the screen.

zeldau_beast_01kfefd.gif

Lol, I just have to say... This gif makes the game go from looking terrible to gorgeous in mere moments.
 
Here is the path I think they took in the demo:
jbdroU0BnhuzYH.jpg


  1. They start out where the green arrow on the map is, obviously. Facing the tower and the tall mountain in the northwest corner of the map. They jump off northwest. Sunset.
  2. They reach a cliffside with a torch near a body of water. They are pretty close to the tower. They find Epona. I think the torch may be the tent icon on the map. Still sunset.
  3. They ride along a shallow pond and then around a massive forested plain. If they didn't mess with the time of day it took a while to get here because it's midday.
  4. They ride up a hill while talking about swinging a sword. A tower is in the distance, possibly the same tower. Aonuma wants to go someplace where he can find enemies.
  5. They arrive at the dungeon area south east of the bridge across Lake Hylia heading away from the bridge, implying they crossed it. They fight some enemies here. It is now sunrise.
  6. They ride through a narrow forest path. Can't really place it. If it's shortly after the last clip then it is still sunrise and based on the shadows they are heading west back towards the lake.
  7. They go back towards the Lake Hylia bridge, then turn back around and head towards the dungeon area, then end the demo.
Awesome member
 
Where exactly did Aonuma get the idea that people wanted to tackle dungeons in any order?

In Zelda 1 you could enter dungeons in any order, but you certainly weren't able to complete them all whenever you wanted.

Maybe he could solve that issue A Link Between Worlds had with the simple dungeons by letting people enter some or all dungeons at anytime in Zelda U, but not letting you complete them until you get the appropriate gear.


Lol, I just have to say... This gif makes the game go from looking terrible to gorgeous in mere moments.

But that's one of the ugliest part of that gameplay video.
 
Imagine the Lost Woods being a huge, genuinely confusing and frightening labyrinth of trees.

Has any open world really done forests well? I remember being disappointed by the lack of them in Skyrim.


Dragon's Dogma are good, especially when you get caught out deep in one at nightfall, and are veing chased by enemies above your level and you cant see beyond your small latern glow.

That is one of the inly games that actually feels you are going out on a real open world adventure when you leave a town. Plan your route, stay near roads, keep an eye on the time of day, you actually have to weight risk or reward if you want to check out a newly discovered path, or play it safe and get to a safe spot for night.

At least for a lot of the begining of the game.

Or if you are just talking about tree density, they were pretty good for last gen. Id image a forest too dense would just be un fun to navigate and possible be a poor player experience.
 
Also, despite what the translation said, that collection of trees seemed more like an obstacle course designed to test and show off the auto horse tech than a fully realised area of the overworld.

If you really need an in-game explanation, it's more of an Apple orchard they're riding through, the area isn't dense or dark enough to be intended as a forest, imo.
 
It would be better if the map had no correlation to the footage and they were just demo 'rooms' (which is why it kept cutting).
 
Well going from seems to be a completely flat texture to a nice grass shader will do that.

Precisely my point. :)

All the people suggesting the game will look bad or will be empty are silly. I whole-heartedly agree that, at this point, there are some ugly parts, and the world does look very empty, but I've no doubt those problems will be dealt with by the time the game comes out.

Can't wait for E3!!! :D
 
Where exactly did Aonuma get the idea that people wanted to tackle dungeons in any order?

In Zelda 1 you could enter dungeons in any order, but you certainly weren't able to complete them all whenever you wanted.

Maybe he could solve that issue A Link Between Worlds had with the simple dungeons by letting people enter some or all dungeons at anytime in Zelda U, but not letting you complete them until you get the appropriate gear.




But that's one of the ugliest part of that gameplay video.
Nintendo listened to fans complain about the Zelda Formula/linearity and decided to overcompensate...
 
Nintendo listened to fans complain about the Zelda Formula/linearity and decided to overcompensate...

Nintendo don't Half-Ass things, which is bad here.

People say Zelda is too linear...doing dungeons in any order will solve this!

People say Mario is too stale...do it yourself then, scrubs!

People say we need a new F-Zero...have 2 F-Zeros! One for each platform
plz?
 
Nintendo don't Half-Ass things, which is bad here.

People say Zelda is too linear...doing dungeons in any order will solve this!

People say Mario is too stale...do it yourself then, scrubs!

People say we need a new F-Zero...have 2 F-Zeros! One for each platform
plz?

Clearly we aren't being vocal enough to get F-Zero or Kirby Tilt and Tumble 2 (among other things)
 
Here is the path I think they took in the demo:
jbdroU0BnhuzYH.jpg


  1. They start out where the green arrow on the map is, obviously. Facing the tower and the tall mountain in the northwest corner of the map. They jump off northwest. Sunset.
  2. They reach a cliffside with a torch near a body of water. They are pretty close to the tower. They find Epona. I think the torch may be the tent icon on the map. Still sunset.
  3. They ride along a shallow pond and then around a massive forested plain. If they didn't mess with the time of day it took a while to get here because it's midday.
  4. They ride up a hill while talking about swinging a sword. A tower is in the distance, possibly the same tower. Aonuma wants to go someplace where he can find enemies.
  5. They arrive at the dungeon area south east of the bridge across Lake Hylia heading away from the bridge, implying they crossed it. They fight some enemies here. It is now sunrise.
  6. They ride through a narrow forest path. Can't really place it. If it's shortly after the last clip then it is still sunrise and based on the shadows they are heading west back towards the lake.
  7. They go back towards the Lake Hylia bridge, then turn back around and head towards the dungeon area, then end the demo.
Wow looking at 1 & 2 on the map. This world is going to be sooooo huge
 
Wish we had a close up shot of the bokoblins.

efvnlc.gif

Looks like they're much more wind waker style than tp or ss.

Which is good. The tp designs don't even look like remotely like how they should, and the ss one's were just plain ugly and not threatening at all.
 
The 8th dungeon was easy. I found it before I found level 2.

The hard to find dungeons are the 9th, 7th, 5th in quest 1.
In quest 2 level 8 was particularly hard to find, as was level 9. 7 was the hardest to find. 6 was tough.

Fuck Quest 2.

I only found the first 4 dungeons and gave up after an hour of wandering about.
 
Nintendo listened to fans complain about the Zelda Formula/linearity and decided to overcompensate...

Nintendo's history with Zelda post OoT seems to be overcompensating for fan reactions. I don't mind though as it does get me very different Zelda games I can enjoy.
 
Wow looking at 1 & 2 on the map. This world is going to be sooooo huge

Well, with the sailcloth I'd say they could reach that area in less than a minute.

jASwkZgvmmYei.jpg


Based on the landmark land formations I'd say he's just past the forested area near the oblong lake where the tent icon is. The torch is probably what that icon represents, probably some kind of waypoint.

Honestly I wouldn't be surprised if reaching the tower from where they started only takes a couple of minutes. Still, it's a big map.
 
Looks like they're much more wind waker style than tp or ss.

Which is good. The tp designs don't even look like remotely like how they should, and the ss one's were just plain ugly and not threatening at all.

They look kinda demonic too, what with the glowing eyes and whatnot.
 
I hope there's some order in dungeons because the ones in ALBW suffered in complexity of puzzles and difficulty because of no order.

I actually didn't mind the lack of puzzle complexity in dungeons in ALBW. For me, if dungeons were just about puzzles, I wouldn't care that much because they are easy. Dungeons are also rube goldberg mechanisms towards the boss door, sort to speak, and when dungeon designs come together perfectly in some thematic or mechanical way, it makes me have this feeling that things are complete. In that sense, I was satisfied with many of the dungeons in that game even if many of the puzzles were simple. That said, this is a console game, so I agree that things are different for Zelda WiiU.
 
You sure Link isn't a girl in this?

The voice is still male Link. At certain times it does look feminine, so it might just be a placeholder but idk.

I think it would be neat if Zelda and Link were both adventures. I wouldn't mind reworking conventions of playing alone with some optional coop. :)
 
The voice is still male Link. At certain times it does look feminine, so it might just be a placeholder but idk.

I think it would be neat if Zelda and Link were both adventures. I wouldn't mind reworking conventions of playing alone with some optional coop. :)

Honestly I'm still expecting it. Remember that check list of things Aonuma mentioned way before even A Link Between Worlds came out? Something about playing alone. I bet we'll get some coop like Tingle Tuner but much more involved. Maybe not quite as extreme as 4 swords though.
 
Wish we had a close up shot of the bokoblins.

efvnlc.gif

If you look at this gif or at this part of the video, you can see on the right side something extremely bright and white. The way Aonuma manipulates the camera prevents us from getting a better view, though it could just be that's how he plays. The angle is all wrong for it to be sunbeams or anything like that.

Also, the animal standing like a sentry on the hill reminds me of the golden wolf in Twilight Princess.

Edit: Something else I'm not sure has been mentioned: I think you can see the volcano in the footage. Right near the end when Link rides around the rock with the "deer" standing on it, there is a mountain in the distance with a yellowish cloud above it and a very orange crown.
 
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