Legend of Zelda Wii U Gameplay Demo

Status
Not open for further replies.
as has already been shown in the thread

weqfqwef86ba7.jpg


wefijkqa.jpg

I can honestly say I am certainly glad to be proven wrong. Fellow Zelda fans, you don't know how many hours I've pored over that E3 image. I am obsessed with it.
 
Such as? What part of my post was mentioned explicitly in the video?

Well there's numerous gifs and screencaps in this thread showing moving grass and flowers and Miyamoto also commented on the trees having fruit as well as seeing insects and animals all around, which is all consistent with what we say at E3
 
I can honestly say I am certainly glad to be proven wrong. Fellow Zelda fans, you don't know how many hours I've pored over that E3 image. I am obsessed with it.

I know right? So much to gleam from that one image. I'm anxious about all the little things seen and to be seen from this footage (Gamexplain).
 
Why is he wearing his hood in some sections but in others he doesn't?

Will we be able to switch between hood-hoodless mode?


Real time weap... hood change?

e82f6a3ea403b44afe7f154f6375351c.jpg
 
Oh my oh my that looked far more wonderful than I ever imagined it would.

I am stupidly excited now.
What a joy it looks like to play.

I haven't read the thread yet but I hope we're universally excited?

Haha
Well, everybody has different opinions. I think the game looks pretty at the moment but I'm not excited for it; all the stuff that seems to be exciting some of the posters in this thread doesn't excite me (It actually worries me.)
Also, I liked SS's dungeon-like overworld (It was unique and played to the core strengths of LoZ's gameplay) and I'm quite upset with the fact that they've just outright abandoned that fantastic concept for this generic "scenery porn" Skyrim-esque overworld.
I wish they just refined, and fixed SS's dungeon-like overworld concept while also adding in new elements.
Also, I'm still worried about the "open world" structure negatively effecting the level/dungeon and item design like it did in ALBW.
 
Game looks pretty good. I didn't think it looked lifeless. There were animals and creatures all over the place. It just wasn't noah's ark letting out dialed up to 11 in your face code red dew edition like most games are.
 
I know right? So much to gleam from that one image. I'm anxious about all the little things seen and to be seen from this footage (Gamexplain).

Indeed. This is what drives my interest more than anything. The things that cannot be seen. A world of mystery and beauty waiting to be discovered.
 
There's a time clock on the gamepad. The game always tells you what time it is. :0 schedules to return??? H-h-hype!!!

Also, Link has no hat. So no more clipping hats through shields. Then I look again and Link's cloak is clipping right through his new shield. Sighhh...
 
There really isn't a lot that stood out to me about the world. I don't think the game will be totally empty, but I do worry about with the all that talk of how BIG the map is, that they're going to make it larger than the amount of content really justifies. It's something that bothers me with a lot of games. I'd prefer a tighter world with a good distribution of details and content to something incredibly large and sparse.
 
Graphically it seems to live up to what they showed at E3.

The world still looked a bit empty but I guess it's still too early and there will be a ton of changes until the game is released.

I just hope it doesn't turn out to be one of those "big open world for the sake of having a big open world" type of games
 
Art style is great but other then that its just an open world game, they haven't shown enough to be really impressed with yet.
 
Well, if it matters any, Aonuma said in the E3 version that this Zelda's overworld will involve more puzzle solving than the previous ones.
 
Well, if it matters any, Aonuma said in the E3 version that this Zelda's overworld will involve more puzzle solving than the previous ones.
No, he said navigating the world was sorta like a puzzle in that you can enter areas from any direction and you can try to figure out the best way, but from experience I don't consider that very puzzle-like; especially not compared to well-crafted linear environment navigation.
 
Open world games can sometimes be a whole lot of nothing but being that this is Zelda I'm very confident that there will be all sorts of neat stuff to do. Can't wait.
 
No, he said navigating the world was sorta like a puzzle in that you can enter areas from any direction and you can try to figure out the best way, but from experience I don't consider that very puzzle-like; especially not compared to well-crafted linear environment navigation.

Well, if they take the environmental puzzle aspect of areas in SS then I'd say that's a good direction to be going in! Just remove some of the tedium and collect-a-thons and naturally have it all seamlessly connected, as opposed to having a "fake" connection via the sky
 
I keep looking at the video. It's weird because it really does look downgraded from E3.

In the new video for example there are no flowers among the grass. There are barely any animated atmospheric formations. No piles of stones. Grass doesn't move in waves. That was all content that was successfully created and for some reason was pulled back? It doesn't make sense.

To me It almost looks like an earlier engine prototype. Either that or they switched off a lot of content just for this presentation because the game hasn't been optimized enough to run on Wii U yet. If they decided they were aiming too high with the E3 build and pulled back, then I don't want it.
Core tech, there doesn't seem to much in the way of downgrades. Some asset diversity is lower.

It was never going to look exactly like the initial reveal. Mainly because Nintendo released bullshots. The game was never going to be internally rendered at 1440p and downscaled to 1080p. It will be a 720p game.
 
I think this should be right.

The E3 demo actually only shows this part of the map:


fwefo7b8s.jpg

Oh man, I never considered that the map could be THAT ridiculous in size.

But you're completely right.

let me take this opportunity to say

Wi9VviH.png


now back to figuring out the positions of last nights gameplay
 
In terms of the lack of direct feed footage... Nintendo is smart not to put it all out there yet, judging from how its trending on social media the hype will only build from here.
 
Yatōkiri_Kilgharrah;141968023 said:
Gamepad has very little to do with the Wii U's current design. Nintendo wanted a small case size and something that produces little heat. Basically gave us WIi U specs. The Gamepad was added in after and increased the system price.

The gamepad was the very first thing that was decided upon for the Wii U, even before it was the Wii U. Nintendo decided it was going to be the controller for their next in 2007, less than a year after the Wii released and before the first major tablet came out as well.

The Gamepad was not added in. It was always there and always intended to be the focus of their next console. The design of the console is just Nintendo continuing to things as they have for over a decade. Make a small, durable system with low energy draw within an affordable price range.
 
Core tech, there doesn't seem to much in the way of downgrades. Some asset diversity is lower.

It was never going to look exactly like the initial reveal. Mainly because Nintendo released bullshots. The game was never going to be internally rendered at 1440p and downscaled to 1080p. It will be a 720p game.

Wind Waker HD seemingly using the same lighting and being 1080p gives me hope but you're probably right that it'll be 720p.
 
You don't consider LBW open world? Best Zelda in recent memory IMO.

Sorry for the late reply (I was asleep). I actually consider the openness of Link Between Worlds the games biggest weakness. It negatively impacted my favorite part of Zelda games, the dungeons.
 
No, he said navigating the world was sorta like a puzzle in that you can enter areas from any direction and you can try to figure out the best way, but from experience I don't consider that very puzzle-like; especially not compared to well-crafted linear environment navigation.
If the world is as huge as it appears, by default there should be more puzzles by it having such a large scale of exploration
 
Is the right handed thing notable?

I doubt it means motion controls options.

Also doubt it's some kind of "not Link".

But I don't know if it matters. Maybe they're just going with it. What hand is he in smash 4? EDIT: and Hyrule Warriors?
 
Well, if they take the environmental puzzle aspect of areas in SS then I'd say that's a good direction to be going in! Just remove some of the tedium and collect-a-thons and naturally have it all seamlessly connected, as opposed to having a "fake" connection via the sky
If they're going the non-linear route they appear to be going they can't do that. SS worked because the developers knew what tools players would have at all times so they could craft puzzles around those tools. If the game is nonlinear then the overworld would have to revolve around whatever you start the game with.

If the world is as huge as it appears, by default there should be more puzzles by it having such a large scale of exploration
That's not true. Increased volume doesn't mean increased density. It could be mostly empty space like ...every other 3D Zelda game.
 
Watching this video makes it apparent why Link's tunic had to be blue. There is such heavy grass, trees, and other elements of "green" throughout the game, it'd be difficult to see Link if he was also wearing green! I don't doubt that a green tunic could pop up somewhere in the game, but I'm willing to bet the blue one is the main one throughout.
 
This one is beautiful, you can just glimpse the beauty of the grass, the off-screen footage destroys this because the contrast is too high, but it's ok here:


xvdxzk.gif

I am not worried...

  • Monolith soft is almost done with xenoblade x so that team will most likely fully join the zelda team to finish things up.
  • For a early build it looks freaking nice.
  • If Xenoblade X can show a lot of enemies on screen I have no doubt that the same thing wil happen here (again its a early build !)
  • This and (hopefully) Xenoblade X in 2015 Good times Good times !
 
Sorry for the late reply (I was asleep). I actually consider the openness of Link Between Worlds the games biggest weakness. It negatively impacted my favorite part of Zelda games, the dungeons.

Disagree. The dungeon puzzles reached a complexity level of 2 (Wall Link + dungeon item combo) and that's probably as far Nintendo is willing to take it anyway, you rarely see situations that demand 3 mechanics at once in Zelda games. I think the items used in combination with wall merging spawned a variety of interesting concepts, one basic being place a bomb near a switch orb then quickly merge with a wall that rotates upon detonation.

Combined with the fact that you can create environmental puzzles independent of inventory items, for example the escort dungeon mechanic, or the light orb you carried around in TP's Twilight Temple. These types of mechanics effectively work as regular items. Like, you can still have bomb based challenges even in the bow temple by simply adding bomb flowers in it.

ALBW dungeon design worked for me, if they wanted to add more complexity there are various ways of getting around the item system. I think the dungeons are abit simplistic by design, not as an inherent flaw of the renting system. However Paper Link carries the whole structure, it falls apart without it and if they want to keep this structure they'd have to find an equivalent overarching mechanic that the whole game is based on.

Freedom is fine, the problem with Zelda U is its scope. There is no elegant solution to the problems that arise when you make the world massive, at least nobody has found it yet.
 
If they're going the non-linear route they appear to be going they can't do that. SS worked because the developers knew what tools players would have at all times so they could craft puzzles around those tools. If the game is nonlinear then the overworld would have to revolve around whatever you start the game with.


That's not true. Increased volume doesn't mean increased density. It could be mostly empty space like ...every other 3D Zelda game.
There's no indication the scale of this game will be anywhere as small as previous 3D Zeldas. The "filled" space could be the size of Twilight Princess.
 
*shrug*

I'm as skeptical as they come when dealing with a new Zelda title, and while I have some complaints, I think the overworld actually looks fun to explore. Certainly more so than I ever felt with TP's or SS's overworld.
 
I really hope Ryo Nagamatsu compose this zelda title. I really enjoyed his music on zelda between worlds and Mario galaxy 2.
 
Status
Not open for further replies.
Top Bottom