Legend of Zelda Wii U Gameplay Demo

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Hahaha, what absolute nonsense.

Indeed. People acting like Twilight Princess is some grimdark game.

Link-Riding-Through-Field.png


Oh no, look how bleak it is!
 
If this game is truly taking from princess mononoke as i know damn well its doing i will be plesantly not suprised when Zelda is like a wild girl or some other female like character is that aides link... Example ilia, saria, tetra*
 
Twilight Princess grimdark? You smack a baboon in the arse to get a boomerang in the very first dungeon, I think it's exempt from being grimdark for that alone.
 
Super underwhelming after the previous demo which was kind of exciting.


Wish I could want a new Zelda.


Oh well, I'll be content with MM3D for now.
 
How is this underwhelming in your opinion?

This. Like, when you compare it to the E3 trailer, this is way more exciting since it gives you a whole new perspective on how big the world is. Game also seems to look quite nice, I think it's semi-obvious that they chose to show it off off-screen mainly because they haven't had the time to polish everything up yet. I'm certain it'll look just as good as the E3 trailer all around once the game is finished.

The Game Awards footage showed incredible promise.

Edit: Heck, going by his Skyrim'ized Link avatar you'd think the prospect of a huge open world Zelda would be extremely exciting :P
 
Super underwhelming after the previous demo which was kind of exciting.


Wish I could want a new Zelda.


Oh well, I'll be content with MM3D for now.

I see you haven't seen or read any of the analysis we or others performed here because there's no way you could not be hyped afterwards.
 
Could you guys imagine if Nintendo combined Wind Waker and Phantom Hourglass (with a fixed Ocean Temple, and proper controls) into one consecutive HD game?

That would be amazing.

I can't, what's the point to work on TWW again after TWWHD?
PH was also one of the worst Zelda games. I don't say it's a bad game, but within the Zelda series, the standard is very high. I still remember the absurdly short dungeons, collection of micro islands instead of proper overworld, and the Ocean Temple wasn't an idea accepted by all.

What I can imagine is they can work on a new ocean Zelda with TWWHD as a basis. Don't need to be a main series entry game, but a spin-off or digital only, or even episodic game.
The engine has been reworked for Wii U and the cell-shading is beautiful in HD. I will not mind doing an adventure lasting 2-4 more dungeons in flooded Hyrule again. But I see no point on taking PH as a basis for this.
 
Looking at what we know of the world it seems like the game is possibly set before TP, meaning it would take place in the Child Timeline, and thus after MM(wonder if they'll put in some easter eggs in there since it releases before Zelda U).

Some of the geography and what few landmarks we've seen suggest this. Most notably the Great Bridge of Hyrule and what we assume is Lake Hylia itself are the two biggest. That said the geography is actually almost exactly the same layout as the Hyrule of OoT and not TP which kind of messed things up a ton, with Death Mountain and Zora's Domain swapping positions and then Gerudo Valley also going from the NW in OoT to the SW in TP. Same with Hyrule Town/Castle migrating south almost to the center of Hyrule field. Shit was a mess in TP.



As you can see things match up almost perfectly and even the rivers mostly match up with the very simply waterways present in OoT. Save for now an eastern branching riving enters Lake Hylia, much like in TP, and not the westerly river that separates Hyrule Field from Gerudo's Valley in OoT.

As well it wouldn't be unsurprising to find Kakariko Village in the SW location it had in TP as there appeared to be some kind of village in that area on the map which would line up with its migration from its NE position in OoT to the SE.

This though brings up the question of the main Villain though since TP and the official timeline clearly state that Ganondorf was banished to the Twilight Realm some time after MM and did not return until TP. So that begs the question who will we be fighting in Zelda U? Someone new, another former enemy like Vaati? Or will they come up with some way to use Ganondorf again?

My analysis
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I would be intrigued if this game pretended Phantom Hourglass/Spirit Tracks didn't exist, and had it be the 'new world' Link and Tetra set out for, only now Link is x-amount of years older.
 
But it looks like you circled a body of water. :P

Yeah, the stretching that's been going on with this new map has been crazy. Don't get me wrong though, for all those involved at pointing these things out, the discussion is still cool and interesting, and who knows, some of these may very well be on-point.

I think it would be neat if part of the map were where the meat and potatoes of the game takes place (dungeons, towns, Hyrule Castle, etc.) but then the outlying wilderness is more vast, open, and mysterious. Kind of like the island in Lost, how the beach is the central location but then when they have to journey away from it there's a sense of mystery and danger; the unknown.

Not to say it would just be a large empty environment, there'd be stuff there to seek out, maybe some hidden dungeons and tougher enemies. Kind of like, if you venture out there away from the comfort zone you have no idea what to expect. I don't think that's the case with this game, but it would be cool. Imagine venturing away from the central areas and everything gets kind of mysterious and even spooky. Like you run across cemeteries, weathered structures, ghost towns, etc.
 
Yeah, the stretching that's been going on with this new map has been crazy. Don't get me wrong though, for all those involved at pointing these things out, the discussion is still cool and interesting, and who knows, some of these may very well be on-point.

I think it would be neat if part of the map were where the meat and potatoes of the game takes place (dungeons, towns, Hyrule Castle, etc.) but then the outlying wilderness is more vast, open, and mysterious. Kind of like the island in Lost, how the beach is the central location but then when they have to journey away from it there's a sense of mystery and danger; the unknown.

Not to say it would just be a large empty environment, there'd be stuff there to seek out, maybe some hidden dungeons and tougher enemies. Kind of like, if you venture out there away from the comfort zone you have no idea what to expect. I don't think that's the case with this game, but it would be cool. Imagine venturing away from the central areas and everything gets kind of mysterious and even spooky. Like you run across cemeteries, weathered structures, ghost towns, etc.

That'd be awesome. And I'm skeptical on whether Nintendo is still cool or interesting enough to do that anymore.

I'm still getting the impression the whole game will look the same and never break the happy pappy look and feel.
 
That'd be awesome. And I'm skeptical on whether Nintendo is still cool or interesting enough to do that anymore.

I'm still getting the impression the whole game will look the same and never break the happy pappy look and feel.

Even after what happened in the Ancient Cistern?
 
That'd be awesome. And I'm skeptical on whether Nintendo is still cool or interesting enough to do that anymore.

I'm still getting the impression the whole game will look the same and never break the happy pappy look and feel.

I mean, I'm totally fine with that. I don't have the problems that you do, I guess. I think that "happy" feel can be there in addition to what we're talking about. I wouldn't ever want Zelda to lose its charm. I'm frankly just thrilled either way for a new Zelda whether it's more colorful, light-hearted fare, or darker like Twilight Princess.

I think both work well because Nintendo makes them work well. A gritty Zelda could suck, and a colorful Zelda could suck. Wind Waker for example isn't one of my favorites and I downright loathed Phantom Hourglass. For me it's not about the art style, it's about how the art style and gameplay co-exist. This new Zelda being close to Skyward's look thrills me as I found that to be a gorgeous game that was let down greatly by not being high-definition. It also helps me weed out those who flat-out ignore such things because they think they're too "mature" for that "cartoon shit," and I like being able to single out folks whose opinions I shouldn't be paying a lick of attention to.

Whatever Nintendo wants to do with each Zelda is entirely up to them and I'm entirely on board, pass or fail. It's just that with this franchise there have been limited fails in my experience. But it's that time where we're all hyped and just blabbering about whatever, posting our own hopes and dreams. What I described isn't what I need this Zelda to be. There will be no crushed hopes if none of that comes to fruition. All I expect is another great Zelda game, and I have no reason to suspect that I won't get that.
 
Nintendo's been at the top of their game when it comes to Wii U releases. I have no doubt this Zelda will be no exception.
 
Even after what happened in the Ancient Cistern?

It was neat, but everything was a Bokoblin. :\

I mean, I'm totally fine with that. I don't have the problems that you do, I guess. I think that "happy" feel can be there in addition to what we're talking about. I wouldn't ever want Zelda to lose its charm. I'm frankly just thrilled either way for a new Zelda whether it's more colorful, light-hearted fare, or darker like Twilight Princess.

I think both work well because Nintendo makes them work well. A gritty Zelda could suck, and a colorful Zelda could suck. Wind Waker for example isn't one of my favorites and I downright loathed Phantom Hourglass. For me it's not about the art style, it's about how the art style and gameplay co-exist. This new Zelda being close to Skyward's look thrills me as I found that to be a gorgeous game that was let down greatly by not being high-definition. It also helps me weed out those who flat-out ignore such things because they think they're too "mature" for that "cartoon shit," and I like being able to single out folks whose opinions I shouldn't be paying a lick of attention to.

Whatever Nintendo wants to do with each Zelda is entirely up to them and I'm entirely on board, pass or fail. It's just that with this franchise there have been limited fails in my experience. But it's that time where we're all hyped and just blabbering about whatever, posting our own hopes and dreams. What I described isn't what I need this Zelda to be. There will be no crushed hopes if none of that comes to fruition. All I expect is another great Zelda game, and I have no reason to suspect that I won't get that.

I don't care if it's "mature" or "cartoony." It should have some contrast between safe and happy vs. unsafe and scary.
 
With the large world we now have it would be nice if Nintendo implemented a quest system that is a bit more ambiguous and promotes more exploration, deduction and problem solving. Especially for non-critical path stuff. It's fine if main quest type stuff is rather straight forward for the most part, but it would be nice to feel like you really discovered some of the side stuff. Which they have been rather good about in most game, but with the creation of their first real open world I hope they don't play it too safe because of fears some players will become lost and confused without constant direction.

Say we get a Navi/Tatl/Fi/Midna again, which would be surprising if we don't, at the outset of the game you can select a level of assistance which will determine how much information you receive about a quest and how much assistance your companion provides in directing you to said objective and throughout your adventure.

Stuff like varying degrees of automatic waypoints, their accuracy, how many hints your companions provides and reminders of your objectives. Things like that, low assistance will result in just that. Fewer markers, with less accuracy, fewer hints highlighting things in the world and ways to objectives. While higher assistance level will be the opposite of that with more quest markers with more accuracy, more hints and reminders about objectives.

I've generally liked the side kicks as characters and companions, but their role as the babysitter has hurt them a good deal in recent titles and I don't think I'm alone in this. So by providing various levels of assistance Nintendo could design the base game to be more challenging and less obvious/channeled without fear of some players getting lost or confused because they'll always have their companion to fall back on and help them out and keep them on the right path.
 
With the large world we now have it would be nice if Nintendo implemented a quest system that is a bit more ambiguous and promotes more exploration, deduction and problem solving. Especially for non-critical path stuff. It's fine if main quest type stuff is rather straight forward for the most part, but it would be nice to feel like you really discovered some of the side stuff. Which they have been rather good about in most game, but with the creation of their first real open world I hope they don't play it too safe because of fears some players will become lost and confused without constant direction.

Say we get a Navi/Tatl/Fi/Midna again, which would be surprising if we don't, at the outset of the game you can select a level of assistance which will determine how much information you receive about a quest and how much assistance your companion provides in directing you to said objective and throughout your adventure.

Stuff like varying degrees of automatic waypoints, their accuracy, how many hints your companions provides and reminders of your objectives. Things like that, low assistance will result in just that. Fewer markers, with less accuracy, fewer hints highlighting things in the world and ways to objectives. While higher assistance level will be the opposite of that with more quest markers with more accuracy, more hints and reminders about objectives.

I've generally liked the side kicks as characters and companions, but their role as the babysitter has hurt them a good deal in recent titles and I don't think I'm alone in this. So by providing various levels of assistance Nintendo could design the base game to be more challenging and less obvious/channeled without fear of some players getting lost or confused because they'll always have their companion to fall back on and help them out and keep them on the right path.

What people will like to see again is the Bomber's log. It will help a lot players and let designers do more complex sidequests, like the Anju/Kafei one.

Also I personally loved in Twilight Princess the fact you buy screenshot hints to find heart pieces.
Such kind of NPC visions will be usefull in this big world, as well as being a way to spend rupees.
 
What people will like to see again is the Bomber's log. It will help a lot players and let designers do more complex sidequests, like the Anju/Kafei one.

Also I personally loved in Twilight Princess the fact you buy screenshot hints to find heart pieces.
Such kind of NPC visions will be usefull in this big world, as well as being a way to spend rupees.

Bomber's Notebook would be great. I do hope NPC interactions a big(ger) part of this game in passing along info and rumors of things, with hopefully more than a few MM style NPC quests.

As well Miiverse and whatever Tingle Bottle type system they have in place hopefully will be taken into account as another tool for players to use for assistance.
 
Zero²;142996240 said:
Ugh no thanks, that design looks terrible.

I would probably quit gaming if Nintendo decided to listen to even a quarter of the things I see suggested by fans. Not to say there aren't reasonable suggests and criticism (toning down on the "helpers'" intrusion/dialogue for example) but nine times out of ten I just scratch my head.
 
I would probably quit gaming if Nintendo decided to listen to even a quarter of the things I see suggested by fans. Not to say there aren't reasonable suggests and criticism (toning down on the "helpers'" intrusion/dialogue for example) but nine times out of ten I just scratch my head.

...

Twilight Princess was a direct result of the American audience being extremely loud and vocal about The Wind Waker.
 
When it came to the art direction/mood, absolutely yes.

Aonuma talks about the fans a lot.

He said Zelda U should be the perfect balance between what loud fans want and what he wants.

I'm okay with this. Lol. I think I agree quite a bit with loud fans, but I really hate the really westernized looking fantasy games. Zelda is usually its own thing.
 
I can't, what's the point to work on TWW again after TWWHD?
PH was also one of the worst Zelda games. I don't say it's a bad game, but within the Zelda series, the standard is very high. I still remember the absurdly short dungeons, collection of micro islands instead of proper overworld, and the Ocean Temple wasn't an idea accepted by all.

What I can imagine is they can work on a new ocean Zelda with TWWHD as a basis. Don't need to be a main series entry game, but a spin-off or digital only, or even episodic game.
The engine has been reworked for Wii U and the cell-shading is beautiful in HD. I will not mind doing an adventure lasting 2-4 more dungeons in flooded Hyrule again. But I see no point on taking PH as a basis for this.

If they fix the ocean temple, and use proper controls, PH would be a great Zelda game.
They wouldn't have to "work" on the Wind Waker game. They would have to remake PH and connect it to the Wind Waker ending (since it takes place right after it), and set it as either as a continuation, or as a "second quest".
 
Aonuma talks about the fans a lot.

I was mainly referring to some of the zanier suggestions, not that he doesn't ignore fans outright; just that I read lots of ridiculousness and I'm glad that these things go largely ignored. I mean, imagine if someone suggested that Nintendo should appease for example the DeviantArt crowd and they actually listened.
 
When it came to the art direction/mood, absolutely yes.

Yeah this so much because aside from some darker themes like the Twili and Zant the game was pretty much still just Wind Waker but with a major paint job. I always cringe when people keep saying TP is the "darkest" Zelda game in the series, because it is only so on a surface level.
 
I mean, I'm totally fine with that. I don't have the problems that you do, I guess. I think that "happy" feel can be there in addition to what we're talking about. I wouldn't ever want Zelda to lose its charm. I'm frankly just thrilled either way for a new Zelda whether it's more colorful, light-hearted fare, or darker like Twilight Princess.

I think both work well because Nintendo makes them work well. A gritty Zelda could suck, and a colorful Zelda could suck. Wind Waker for example isn't one of my favorites and I downright loathed Phantom Hourglass. For me it's not about the art style, it's about how the art style and gameplay co-exist. This new Zelda being close to Skyward's look thrills me as I found that to be a gorgeous game that was let down greatly by not being high-definition. It also helps me weed out those who flat-out ignore such things because they think they're too "mature" for that "cartoon shit," and I like being able to single out folks whose opinions I shouldn't be paying a lick of attention to.

Whatever Nintendo wants to do with each Zelda is entirely up to them and I'm entirely on board, pass or fail. It's just that with this franchise there have been limited fails in my experience. But it's that time where we're all hyped and just blabbering about whatever, posting our own hopes and dreams. What I described isn't what I need this Zelda to be. There will be no crushed hopes if none of that comes to fruition. All I expect is another great Zelda game, and I have no reason to suspect that I won't get that.
That'd be awesome. And I'm skeptical on whether Nintendo is still cool or interesting enough to do that anymore.

I'm still getting the impression the whole game will look the same and never break the happy pappy look and feel.

People saying that Twilight Princess was a dark Zelda game?
Besides art direction and some weird scenes, i dont think so.
Wind Waker, for all its cartoony graphics had a dark and mature story, Majoras Mask had an unsettling atmosphere, TP had nothing, just make it colorful, doesnt matter if its realistic, like OoT or HW, or not, and charming, with the classic weird Zelda characters/npcs.
 
Yeah this so much because aside from some darker themes like the Twili and Zant the game was pretty much still just Wind Waker but with a major paint job. I always cringe when people keep saying TP is the "darkest" Zelda game in the series, because it is only so on a surface level.

Not to mention that the Twilight is really just a 3D representation of the Dark World, and Zant (pre-unmasking) is pretty firmly in line with the kinds of boss villains we were already used to (see Agahnim).

TP is really just an even more extreme mashup of themes from OoT and LttP, with MM- and TWW-level goofy characters thrown in for good measure.
 
I was mainly referring to some of the zanier suggestions, not that he doesn't ignore fans outright; just that I read lots of ridiculousness and I'm glad that these things go largely ignored. I mean, imagine if someone suggested that Nintendo should appease for example the DeviantArt crowd and they actually listened.

*cough*Skyward Sword*cough*

Yeah that would be ridiculous!
 
I can't really agree with much of the above. I did think Twilight Princess was pretty dark. It had some very abstract atmosphere (which I loved), a few extremely twisted cutscenes for a Zelda game, I thought the Twilight Realm was pretty weird with an air of creepiness, and so on. Agree to disagree I guess, because while playing through it I definitely felt like I was playing something on the more mature end of the Zelda spectrum.

edit: I'm not going to edit the post above because the first sentence is amusing considering that I didn't know it would start a new page

*cough*Skyward Sword*cough*

Yeah that would be ridiculous!

No. Again Skyward handled the relationship element with tact. It finally flirted with it, but it was more of a "what could have been" had those events not transpired. It was by no means something straight out of DeviantArt.
 
The only thing I want from Demon/Dark Souls in Zelda is the item descriptions that gives more lore if you choose to read them.
 
I can't really agree with much of the above. I did think Twilight Princess was pretty dark. It had some very abstract atmosphere (which I loved), a few extremely twisted cutscenes for a Zelda game, I thought the Twilight Realm was pretty weird with an air of creepiness, and so on. Agree to disagree I guess, because while playing through it I definitely felt like I was playing something on the more mature end of the Zelda spectrum.

edit: I'm not going to edit the post above because the first sentence is amusing considering that I didn't know it would start a new page



No.

It's definitely a dark game, but not in the sense the other poster is suggesting, I think it's a very well made dark/sad/oppressive story and atmosphere, but there are plenty of lighthearted moments and places.
 
I can't really agree with much of the above. I did think Twilight Princess was pretty dark. It had some very abstract atmosphere (which I loved), a few extremely twisted cutscenes for a Zelda game, I thought the Twilight Realm was pretty weird with an air of creepiness, and so on. Agree to disagree I guess, because while playing through it I definitely felt like I was playing something on the more mature end of the Zelda spectrum.

edit: I'm not going to edit the post above because the first sentence is amusing considering that I didn't know it would start a new page
It was creepy and unsettling sometimes. But the creepiness never really made any sense. Like they were just doing it because why not. I'm also aware that the story in TP got completely cut apart by Miyamoto, so I feel the the story integration wasn't as concrete or fleshed out as it could have been. I enjoyed TP either way though.

Link and Zelda go to High School!!!
Link is soooo lazy!
Zelda is kawaii desu~!!!
Zelink OTP forever!
Ghirahim is so fabulous!
GhirahimxLink forever!!! <3<3<3

I don't know man...I don't know. It felt like some Otaku level stuff.
 
It's definitely a dark game, but not in the sense the other poster is suggesting, I think it's a very well made dark/sad/oppressive story and atmosphere, but there are plenty of lighthearted moments and places.

Well, yeah. Perhaps everyone's idea of "dark" is varying here. I definitely thought it was a "dark" game, comparatively, to other installments. It had elements that I never thought I would see in a Zelda game.

I don't know man...I don't know. It felt like some Otaku level stuff.

I'm not going to completely and fully disagree with what you're getting at, but I completely and fully believe that your post is highly exaggerated. Especially the last few.
 
Link and Zelda go to High School!!!
Link is soooo lazy!
Zelda is kawaii desu~!!!
Zelink OTP forever!
Ghirahim is so fabulous!
GhirahimxLink forever!!! <3<3<3

I don't know man...I don't know. It felt like some Otaku level stuff.

Now you're taking a parody-reading and make it seem like it was actually like that in the game. Which it wasn't. You could reduce a lot of things to nonsense like that.
 
The only thing I want from Demon/Dark Souls in Zelda is the item descriptions that gives more lore if you choose to read them.

I could do with a few other things from Souls:

- Slightly weightier combat. In the first couple games, there was a bit of a delay between attacks, which combined with the enemy movement patterns made it hard to mercilessly combo enemies. In recent Zeldas, you can literally just face a crowd and mash B to victory. In Dark Souls, your mobility is a bit more limited, which makes combat feel less cheap.

- Less NPC intrusion. There are lots of NPCs in Souls games, but they rarely come between you and your progress through the world. With Zelda, it feels like there are always mandatory sidequests that are prerequisites to visiting new areas or entering new dungeons.

- Remote shops. The first Zelda had 100% of its shops in remote caves. I think they should go about 50/50 with shops in towns and remote caves in the new one. And definitely get rid of this "one stop shop in the hub town" bullshit.

- More distant storytelling. I really liked how outside of the basic objectives ("ring the bells of awakening"), your immersion in the story of Dark Souls depends on your involvement with NPCs. Felt a lot like the first three Zeldas.

But dear god yes, item lore sounds great.
 
I could do with a few other things from Souls:

- Slightly weightier combat. In the first couple games, there was a bit of a delay between attacks, which combined with the enemy movement patterns made it hard to mercilessly combo enemies. In recent Zeldas, you can literally just face a crowd and mash B to victory. In Dark Souls, your mobility is a bit more limited, which makes combat feel less cheap.

- Less NPC intrusion. There are lots of NPCs in Souls games, but they rarely come between you and your progress through the world.

- Remote shops. The first Zelda had 100% of its shops in remote caves. I think they should go about 50/50 with shops in towns and remote caves in the new one. And definitely get rid of this "one stop shop in the hub town" bullshit.

- More distant storytelling. I really liked how outside of the basic objectives ("ring the bells of awakening"), your immersion in the story of Dark Souls depends on your involvement with NPCs. Felt a lot like the first three Zeldas.

But dear god yes, item lore sounds great.

I definitely agree with this. I think the NPCs in this game should be more like they are in MM where Link is an outsider who is the one who observes/ initiates the interactions. It seems like in a lot of the modern Zelda games it is the NPC that is always running up to you and forcing exposition/tasks upon you. I'd like if the game would go back to having the player finding information on their own by following NPC routines and talking to them to gain a general understanding of what needs to be done rather than just having a forced NPC interaction in which there is no ambiguity and the character straight up tells you what you need to do. That should be the role of the "Gossip Stones" for players who are truly stuck and shouldn't be something that gets pushed upon the player at the first sign of confusion.
 
I'm not going to completely and fully disagree with what you're getting at, but I completely and fully believe that your post is highly exaggerated. Especially the last few.

Now you're taking a parody-reading and make it seem like it was actually like that in the game. Which it wasn't. You could reduce a lot of things to nonsense like that.

That's just the vibe I got from the story. Felt like they wanted Zelda to be a super typical anime for the fans. It was jarring for me.

If Nintendo wants to get into the anime stuff, stick to the less trope-y kind. That's all I ask.
 
That's just the vibe I got from the story. Felt like they wanted Zelda to be a super typical anime for the fans. It was jarring for me.

To me it was all about contrast. The point of the story was to show how these characters found themselves bound by a tragic, never-ending cycle. It started that way to establish pure innocence, that they could have had a great, stress-free, happy life had the powers that be put the proverbial foot down. I thought it was great that there could have been something between Link and Zelda before they were trust into their fates. It never really went beyond that and they both had to make sacrifices for the greater good. Without that, I don't think it would have felt as tragic or impactful.
 
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