Legend of Zelda Wii U Gameplay Demo

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Was there an explanation/speculation of that cloud area in the lower left of the map? Looks like it's covering something like a hole or darkness

Are we sure it's clouds? Because to me it just looks like a raised area that dips into a sunken area, and considering it's placement it'd make sense if it were Gerudo Desert/Lanayru Gorge.
 
One more trailer and I think I'm done. I knew literally everything there was to know about Skyward Sword before it came out. I'm hyped enough as it is.

I will avoid any zelda information after E3. For ALBW and especially Skyward Sword, the last weeks were the worst. I played SS unspoiled, and I am sure I appreciated it much more this way.
 
Lets hope it. New to this land, just arriving with Epona, a tent and a fishing rod. Nothing else.
(The Sword is then given you by an old man in a cave)

"A long time ago, I told a young man clothed in green that it's dangerous to go alone... what became of him I do not know, but I won't let you go until you take this."

What if this is the Hero of Time when he returned to Hyrule years after defeating Majora?

That would mean that this iteration of Link would have to be a total badass. I'm not sure if Evil stood even the slightest of chance against that Link, tbh :P
 
I think one of the worst spoilers Nintendo ever goofed on was putting a picture of non-imp Midna right in the dang manual.

But yeah, Nintendo got really bad with Skyward Sword. They showed every single dungeon.
 
I think one of the worst spoilers Nintendo ever goofed on was putting a picture of non-imp Midna right in the dang manual.

They did that? Wow...

Yeah, after Skyward Sword being spoiled to hell before its release by Nintendo, I don't know how they're going to handle this one.
 
If you want to know how it should really look, watch the E3 trailer.

Didn't Aonuma say the game was looking "even better than that" now? That's the weird thing.
Maybe they decided to show the roughest part of the game they had, for some reason, but the E3 footage looked much more polished.
 
I think one of the worst spoilers Nintendo ever goofed on was putting a picture of non-imp Midna right in the dang manual.

But yeah, Nintendo got really bad with Skyward Sword. They showed every single dungeon.

...really? Wow, I didn't read that manual, apparently.

I'm wondering how this game will handle objects being loaded in from a distance. I imagine that's a functional aspect of the mountainous geometry; many objects are probably loaded in beyond the horizon or behind a ridge. I didn't notice any crazy pop-in during the demo, although scenery in the distance obviously has noticeably less texture detail.
 
Didn't Aonuma say the game was looking "even better than that" now? That's the weird thing.
Maybe they decided to show the roughest part of the game they had, for some reason, but the E3 footage looked much more polished.
Or its just an old build? Who knows when it was recorded.
 
...really? Wow, I didn't read that manual, apparently.

I'm wondering how this game will handle objects being loaded in from a distance. I imagine that's a functional aspect of the mountainous geometry; many objects are probably loaded in beyond the horizon or behind a ridge. I didn't notice any crazy pop-in during the demo, although scenery in the distance obviously has noticeably less texture detail.

There's a tree popping into existence behind the pillars in this section
 
Didn't Aonuma say the game was looking "even better than that" now? That's the weird thing.
Maybe they decided to show the roughest part of the game they had, for some reason, but the E3 footage looked much more polished.

There could be a lot of reasons.

A. It's an old build.
B. It was last minute and they were taken aback by the sudden request.
C. They didn't exactly know what to show due to the world being so big. (Aside from just how big the world is.)
D. All of the above.
E. None of the above.
F. The game really is gonna suck.
 
...really? Wow, I didn't read that manual, apparently.

I'm wondering how this game will handle objects being loaded in from a distance. I imagine that's a functional aspect of the mountainous geometry; many objects are probably loaded in beyond the horizon or behind a ridge. I didn't notice any crazy pop-in during the demo, although scenery in the distance obviously has noticeably less texture detail.
They did that? Wow...

Yeah, after Skyward Sword being spoiled to hell before its release by Nintendo, I don't know how they're going to handle this one.

If you don't pay attention to it, you might miss it:

600full-the-legend-of-zelda%3A-twilight-princess-artwork.jpg

Easy to miss her if all you look at is the foreground.
 
The fact that most people probably don't notice it on first glance is a good thing.

That's my greatest concern and interest with this game, though. Can Nintendo's usual polish/wizardly be applied to open world jank?
 
If that's the worst pop-in in the game then I think we'll be OK. Plus this game is pretty much a full year out. The sparseness of the footage and technical issues, like really simple LOD when placing the marker, are not really a concern for me since it's this time remaining when they'll really start adding all the content to the game and optimizing the engine. Things should really only improve from this point on.
 
If you don't pay attention to it, you might miss it:



Easy to miss her if all you look at is the foreground.

The first thing I did after I got this game was check out the manual (which is always the first thing I do, if possible), and I didn't even make the connection between Midna and that depiction until after I finished the game.
 
Dude, there's no way. The world is big enough as it is, they can't possibly double it with time travel or dark world mechanics.

The best they could do is make it a sequel to Twilight Princess and cover the world in Twilight.

If I'm playing this thing and suddenly it starts snowing I swear I'm gonna cry.

Nah. I'd bet we get a look at it in February or late January. Nintendo likes giving us a look at the year's games around then.

I agree. Zelda was their big announcement for E3 2014, now there's no reason for them to wait for E3 2015 to show us more. They will probably have some other big game to show us this time, like Star Fox, or maybe Met... no, no, not again, I won't fool myself again.
 
I might actually be cool with no overworld music. Sometimes music is more effective as punctuation. The main theme could kick in during combat or moments of grand scenery. I know it's a tired comparison, but Shadow of the Colossus gets pretty far on its sparse, dynamic soundtrack.
 
Zero²;142809064 said:
Didnt Aonuma say that it actually looks even better now?

Yes, but people are judging the graphics of the game from that offscreen low quality gameplay video and are assuming the game looks worse than the E3 reveal.

Also, I don't believe Aonuma ever said it looked better 'graphically', he could have meant it looks better because there are more details, or more animation, or more objects (rocks, trees, rivers, etc) in the map.
 
I...
I want a full symphony orchestra.

With a bunch of authentic world music type instruments.

Though, I'm sure it will be nice with whatever they use.

There's value in making it grand and stuff, but at the same time, they have to keep it consistent and have something that works well with the tone of the game. Piano and violin are perfect for creating epic pieces and more quaint and peaceful tracks too.

Honestly, I'm loving the direction if this is where they're going with it. As long as it's all performed live, I don't care about it lacking the epic stuff. Obviously there will be some, but it's better not to over saturate it.
 
I might actually be cool with no overworld music. Sometimes music is more effective as punctuation. The main theme could kick in during combat or moments of grand scenery. I know it's a tired comparison, but Shadow of the Colossus gets pretty far on its sparse, dynamic soundtrack.

That's something I'm definitely interested in. I've kind of outgrown loud, melodic music in games. I'd be infinitely more interested to see what they can do with soundscapes, pads, reverb/delay, quite time and so on. I'd rather they'd hire high-end sound engineers to do some research on how to enhance the general ambiance of a gameworld. This is what really matters. The world, the atmosphere. I'm tired of traditional, heavily structured, looping music. It doesn't make sense anymore, especially in open world adventure games where immersion is key. I don't even care about the Zelda theme, they might as well not include that. I hope they don't force me to explore all the fields with the Zelda theme looping endlessly. Ugh.
 
That's something I'm definitely interested in. I've kind of outgrown loud, melodic music in games. I'd be infinitely more interested to see what they can do with soundscapes, pads, reverb/delay, quite time and so on. I'd rather they'd hire high-end sound engineers to do some research on how to enhance the general ambiance of a gameworld. This is what really matters. The world, the atmosphere. I'm tired of traditional, heavily structured, looping music. It doesn't make sense anymore, especially in open world adventure games where immersion is key. I don't even care about the Zelda theme, they might as well not include that. I hope they don't force me to explore all the fields with the Zelda theme looping endlessly. Ugh.
You mean, like actually use the sound of the wind, the trees moving, little crickets? And use music only when something important happen?
Well I think its hard to pull off well, but I would certainly like it.
 
That's something I'm definitely interested in. I've kind of outgrown loud, melodic music in games. I'd be infinitely more interested to see what they can do with soundscapes, pads, reverb/delay, quite time and so on. I'd rather they'd hire high-end sound engineers to do some research on how to enhance the general ambiance of a gameworld. This is what really matters. The world, the atmosphere. I'm tired of traditional, heavily structured, looping music. It doesn't make sense anymore, especially in open world adventure games where immersion is key. I don't even care about the Zelda theme, they might as well not include that. I hope they don't force me to explore all the fields with the Zelda theme looping endlessly. Ugh.

Yeah. I love the ambience introduced by OoT. The music so far in this is really staccato.

It's throwing off my groove.
 
A Zelda game with no overworld theme? No thanks, I play enough adventure games with "atmospheric sounds" as it is. Give me an epic/catchy daytime theme and a soothing/eerie nighttime theme for me to explore with...
 
I think that area from the E3 trailer doesn't exist anymore, or it was changed to what we saw at the beginning of the TGA gameplay video.

Why do I think that? Well, usually unique natural structures are only used once in world maps. So notice how in the E3 trailer there's a mountain cut in half by a waterfall?
It's easier to distinguish if you watch the video, but it's right above link way in the background.

screenshot1.jpg



Look at the same type of natural structure to the right, just as Link goes up the edge.

bucztr.gif


I really doubt they would use that twice in different parts of the map, for the reasons explained above.
So I wouldn't be surprised if that area was completely redesigned or removed by now. It wouldn't be the first time they've done that. Anyone remember the awesome dense forests from Ocarina and Twilight that never made it into the final game?
 
A Zelda game with no overworld theme? No thanks, I play enough adventure games with "atmospheric sounds" as it is. Give me an epic/catchy daytime theme and a soothing/eerie nighttime theme for me to explore with...

You might be on the overworld for hours...long hours.

The music will probably be really dynamic to match what you're doing. The reason Koji Kondo switched to ambience was because he knew how annoying and repetitive everything is without it.
 
On the music topic:

I do think there needs to be a series of "grandiose" epic-adventure-y overworld themes (mostly for relatively flat, open field-like areas), perhaps a handful of them that suit each of the major overworld areas - the Twilight Princess Hyrule Field and Gerudo Desert pieces strike the kinds of feels I'm getting at. Xenoblade Chronicles is also a great case study for how really grandiose music can still work for very large areas.

But I also think there needs to be some dynamic differences in mood for different areas. Some areas might have softer piano like the track we heard in the reveal trailer; tough battles should up the tempo, but remain more or less in line with the tone for the area (again, like the reveal trailer).
 
I think that area from the E3 trailer doesn't exist anymore, or it was changed to what we saw at the beginning of the TGA gameplay video.

Why do I think that? Well, usually unique natural structures are only used once in world maps. So notice how in the E3 trailer there's a mountain cut in half by a waterfall?
It's easier to distinguish if you watch the video, but it's right above link way in the background.

screenshot1.jpg



Look at the same type of natural structure to the right, just as Link goes up the edge.

bucztr.gif


I really doubt they would use that twice, for the reasons explained about.
So I wouldn't be surprised if that area was completely redesigned or removed by now. It wouldn't be the first time they've done that. Anyone remember the awesome dense forests from Ocarina and Twilight that never made it into the final game?

Those two structures are completely different. They both happen, possibly the first is quite hard to distinguish, water falls coming down them, but their overall shape and even placement of said waterfalls are completely different.

Edit: This image clearly shows your first image isn't actually a waterfall but a mountain slit in two, with likely a river running beneath/between it.

zelda_wiiu_style02-690x3881.jpg
 
I think that area from the E3 trailer doesn't exist anymore, or it was changed to what we saw at the beginning of the TGA gameplay video.


Look at the same type of natural structure to the right, just as Link goes up the edge.
Errr they dont really look like the same montain? And I doubt they would have the effort to create all that, with the follow up chase scene, just for some moments of a trailer.
 
So I have watched this video numerous times with the same feeling... Why did they decide against showing direct feed footage? I mean maybe I do no have the eyes like you guys but I truly can not appreciate how good it may look. It looks blurry to me and now all I want is direct feed footage. sad thing is I will probably be waiting until E3 2015 to see that footage.

Simple, it keeps people from accurately dissecting thinks like resolution, framerate, texture detail, lighting effects, etc. When the product is still in a semi-early stage.
 
I think that area from the E3 trailer doesn't exist anymore, or it was changed to what we saw at the beginning of the TGA gameplay video.

Why do I think that? Well, usually unique natural structures are only used once in world maps. So notice how in the E3 trailer there's a mountain cut in half by a waterfall?
It's easier to distinguish if you watch the video, but it's right above link way in the background.

screenshot1.jpg



Look at the same type of natural structure to the right, just as Link goes up the edge.

bucztr.gif


I really doubt they would use that twice, for the reasons explained above.
So I wouldn't be surprised if that area was completely redesigned or removed by now. It wouldn't be the first time they've done that. Anyone remember the awesome dense forests from Ocarina and Twilight that never made it into the final game?

??

There are two mountains (white = higher elevation) that are split in half by a river on the map they show.

 
Simple, it keeps people form trying to disect, resolution, framerate, texture detail, lighting effecs, etc. When the product is still in a semi-early stage.

plus, I don't know about you, but its cool seeing 2 of my favorite vg producers/directors/creators...legends, on screen playing the game and chatting it up. plenty of time for direct footage over the next year.
 
Zero²;142832833 said:
You mean, like actually use the sound of the wind, the trees moving, little crickets? And use music only when something important happen?
Well I think its hard to pull off well, but I would certainly like it.

Additionally, some minimalist stuff could certainly fit in. Brian Eno, Philip Glass, Hans Zimmer. That kind of thing.
 
I'd be okay with a very faint piano piece playing in the overworld.

Yes, please.

A Zelda game with no overworld theme? No thanks, I play enough adventure games with "atmospheric sounds" as it is. Give me an epic/catchy daytime theme and a soothing/eerie nighttime theme for me to explore with...

Most of the console Zeldas with day/night cycles completely forewent music during nighttime. I've always thought that to be much more effective than an overbearing "this is how you should be feeling" musical theme.
 
So why is Link right handed? for the record, i have no problem with it. I even prefer him as a righty.
 
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