Nintendo @ E3 - No Direct, Just Zelda Treehouse Stream

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i was looking at the zelda wiki the other day - i didnt realize it was 7 years between LttP (11.91) & OoT (11.98) - the longest gap between console Zeldas

itll only be 5 yrs this nov since SS - which i had forgotten came out a week after Skyrim

30 years...

What about those Satellaview Zelda games? Not really full games I guess but eh.
 
i was looking at the zelda wiki the other day - i didnt realize it was 7 years between LttP (11.91) & OoT (11.98) - the longest gap between console Zeldas

itll be 5 yrs since SS this yr (nov) - which i had forgotten came out a week after Skyrim

30 years...

No, Link's Awakening came out in 93. So that's only five years between that and OoT.
 
More like Skyrim.

I am just wondering how people would react with fewer big dungeons but lots of smaller ones.

If we are assuming typical Zelda dungeon quality on a small scale, I think that would be perfectly fine. Maybe 4-5 large size dungeons, and the rest being strewn across the world. It would be kind of nice too because they could get very experimental both visually and mechanically.
 
If we are assuming typical Zelda dungeon quality on a small scale, I think that would be perfectly fine. Maybe 4-5 large size dungeons, and the rest being strewn across the world. It would be kind of nice too because they could get very experimental both visually and mechanically.

Darksiders 2 had "puzzle section" type of constructions/ruins scattered all over the world. What if Zelda follows suit? Make lots and lots of micro-dungeons which are basically like one or two moderately hard rooms from usual Zelda dungeons. Introduce new type of collectables - more valuable than rupees or common materials but less valuable than pieces of heart and rare materials - and make them prizes for completing the micro-dungeon.

I disagree with the screen controller. You don't need a screen to do things on a "normal" controller. Like the stuff they showed a year and a half a go at TGA are things you can do a Wii U Pro Controller, for example. Anything that deals with the map you can just open up a map by the press of a button.

Either way, traditional controller or not, I am fully expecting it to have gyro. After Splatoon, I am 100% sure it will have one... heck, even 3DS has gyro for some reason.
 
If we are assuming typical Zelda dungeon quality on a small scale, I think that would be perfectly fine. Maybe 4-5 large size dungeons, and the rest being strewn across the world. It would be kind of nice too because they could get very experimental both visually and mechanically.

I really like this idea. Something like Majora's Mask, but with a much bigger, fuller world.
 
Care to list some of the potential issues that would contribute to your disappointment?

I just get the feeling it's going to feel archaic compared to some of the other, vast, AAA open world titles we've seen in the last couple of years.

and the field is going to be big and empty. that's my biggest fear of all.
 
I'm hyped because I'm expecting the graphics to be shinier and to see the combat and if they have made it more difficult than holding L and mashing b. There is something sneaky going on with the combat because they have deliberately not shown it to us, the closest we've seen is slow motion bow jump aiming.
 
Care to list some of the potential issues that would contribute to your disappointment?
Personally I'm expecting disappointment but not from the game itself, but from the context surrounding the game.

Game has been in developement for Wii U, and will be shown on it, even if it's currently aimed at NX that will end up to be the main/superior(?) version.

We'll discuss everything about the game during E3 and after, but in the end, there is one truth from where comes the disappointment: This isn't the system/game version we'll play, and it's still one year away.
 
and the field is going to be big and empty. that's my biggest fear of all.

I've never understood that complaint, to be honest. I mean, have people seen the actual fields? They are big and empty by definition. Packing a ton of places of interest and activities on a field makes it look like a giant village rather than the landscape.

The only time the IRL field isn't empty is during the battles... ant the very first teaser actually shows the giant boss-like creature running into the field (instead of being contained in a boss room like usual) and causing havoc on it.

This isn't the system/game version we'll play

After Twilight Princess, I woudn't be so sure. What if NX port will be as barebone as it gets and with GamePad features being omitted?
 
I freaking love going into Nintendo's E3 website and just see the iconic footage of Link on the landscape with the ambient sounds there. So relaxing.
 
I freaking love going into Nintendo's E3 website and just see the iconic footage of Link on the landscape with the ambient sounds there. So relaxing.

I use that iconic pic as wallpaper for my laptop. I discovered myself staring at it for one whole minute yesterday. We are so close yet so far from the actual reveal. The waiting is really killing me.
 
So I have been thinking in the last day or so how dungeons are going to work in this game.

Do you think people are going to want just the standard eight dungeons in different places in an open world, just basically a big version of Ocarina of Time? Or would it make more sense to break those dungeons down into smaller parts across the open world?

I'm not against the idea of chopping up dungeons into smaller bits because they've transitioned into a linear series of puzzle rooms anyway, as opposed to the oldschool maze-like design. Skyward Sword had some outdoor areas such as the Pirate Stronghold and its timeshift crystal challenges which is basically a mini dungeon.

However it would be a disaster of catastrophic proportions if they decided to spread out all the substantial gameplay content evenly throughout the vast overworld, effectively forcing me to explore every square meter of it to find piece of hearts and meaningful dungeons.

The overworld should only house side activities such as collecting apples, hunting monsters, completing optional sidequests and the occasional generic enemy camp/cave containing rupees or upgrade materials at best.

My enjoyment of Zelda U depends on whether they will adopt the Wind Waker structure, where epona essentially replaces the king of red lions so you explore land instead of sea, while enclosed areas like Zora's River take on the role of islands and is where the traditional zelda gameplay takes place, with gamey level design, obstacles, piece of hearts and environmental puzzles. If the game is just pure immersive landscape a la Xenoblade then I'm out. I demand level design with mechanical depth, that's the reason why I'm a fan of EAD.
 
I just get the feeling it's going to feel archaic compared to some of the other, vast, AAA open world titles we've seen in the last couple of years.

This excites me as Zelda should be simple and not a bloated checklist like most of those.

I really don't want anything like that. The only one to really impress me is Witcher 3 and they're very different. Most of those things are just a boring slog to me with no real game design.
 
After Twilight Princess, I woudn't be so sure. What if NX port will be as barebone as it gets and with GamePad features being omitted?
Actually I agree, my bet always been on a TP case with minimal new controller integration.

I should have said "the version I will play" as it was a post about my personal source of disappointment, and this is more than likely I'll get the new system ASAP and play on it.
 
My enjoyment of Zelda U depends on whether they will adopt the Wind Waker structure, where epona essentially replaces the king of red lions so you explore land instead of sea, while enclosed areas like Zora's River take on the role of islands and is where the traditional zelda gameplay takes place, with gamey level design, obstacles, piece of hearts and environmental puzzles. If the game is just pure immersive landscape a la Xenoblade then I'm out. I demand level design with mechanical depth, that's the reason why I'm a fan of EAD.
are you really telling us, as a fan of ead, that you are going to skip a zelda game, a console title that releases once every 5 years, the most ambitious game nintendo's ever made, because of quibbles you have with level design. Lol
 
One FUCKING week until hours of uncut direct-feed gameplay of The Legend of Zelda for Wii U (temp.)

Current hype level: sleepin's hard
Projected hype level for monday evening-tuesday morning: will rise in place of sun
 
I just get the feeling it's going to feel archaic compared to some of the other, vast, AAA open world titles we've seen in the last couple of years.

and the field is going to be big and empty. that's my biggest fear of all.

I kind of hope it's nothing like the typical modern, open-world AAA experience.

Even if that means aspects of the game feel archaic.
 
Yeah, I liked the WW map, at least one neat thing you can do/find in each quadrant.
I'd like to have at least one big open field to run though and enjoy the environment on the horizon though.
 
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Darksiders 2 had "puzzle section" type of constructions/ruins scattered all over the world. What if Zelda follows suit? Make lots and lots of micro-dungeons which are basically like one or two moderately hard rooms from usual Zelda dungeons. Introduce new type of collectables - more valuable than rupees or common materials but less valuable than pieces of heart and rare materials - and make them prizes for completing the micro-dungeon.

Either way, traditional controller or not, I am fully expecting it to have gyro. After Splatoon, I am 100% sure it will have one... heck, even 3DS has gyro for some reason.

I totally agree about gyro. Additionally, I think you are likely on the right track as to your first point. I don't know how many traditional large dungeons we will see, but between Skyward Sword's puzzle-heavier overworld and LBW's challenge mini dungeons, I expect to see more smaller sets of puzzles and dungeons around the world as you posited, areas larger and more complex than traditional grottos but not full dungeon scale.

BTW, to Ansatz--you mentioned a concern that there may be no regular dungeons at all, instead having chopped up dungeons across the open world. Given that there are dedicated dungeon designers on the Zelda time, I think my gut feeling is that there will be some regular dungeons. I have to think they'd advocate strongly for the importance of full-on dungeons in the Zelda experience. I'd very surprised if there weren't some. I mean, they did speak to changing the conventions of Zelda--and I still wonder if MP or online aspects are a part of that--but this is one aspect in particular I'd be especially surprised to not be present in the game. So hopefully that gives you a bit of hope. ☺

I just get the feeling it's going to feel archaic compared to some of the other, vast, AAA open world titles we've seen in the last couple of years.

and the field is going to be big and empty. that's my biggest fear of all.

I can't speak to whether the fields will feel empty, because they might intend for stretches of traversal with just you and Epona on the open field, but to your other point, I believe Aonuma-san has specifically said he plans for this to be a different and unique take on the open world concept, so I am hopeful for something not quite like current or previous open world games.
 
More like Skyrim.

I am just wondering how people would react with fewer big dungeons but lots of smaller ones.

I think it would be a very good and necessary change for the series. The top down Zelda games have often been peppered with a large number of small caves, each with a nice little puzzle or item (usually both), some of which are used to access other places on the overworld. This is something that I've never really seen in the 3D Zeldas. Sure, in OoT you have various small caves with Dekus, various small graveyard dungeons, some small caves in Hyrule field with interesting items (cows randomly), but they all feel fairly artificial, since, if I remember correctly, you always have to fall into a hole to access them.

With Zelda U I'm hoping that the open world allows for more natural feeling caves/ruins spread throughout the world, some optional, some for side quests, some required to access certain areas in the overworld (until you get certain items). I think it will allow for variety both in locale and in level/puzzle design which will keep the game interesting. Also I doubt it would be as cut and paste as Skyrim's interiors tended to be, since the Zelda team is known for unique and compelling level design moreso than Bethesda.

If we are assuming typical Zelda dungeon quality on a small scale, I think that would be perfectly fine. Maybe 4-5 large size dungeons, and the rest being strewn across the world. It would be kind of nice too because they could get very experimental both visually and mechanically.

That too. It also allows for a wide variety of levels of challenge for dungeons and puzzles. If the team doesn't want any of the main dungeons to be too difficult, they can create a small set of "elite" dungeons with super secret rewards that are all very difficult, maybe a bit like the Gerudo training grounds in OoT.
 
I just get the feeling it's going to feel archaic compared to some of the other, vast, AAA open world titles we've seen in the last couple of years.

and the field is going to be big and empty. that's my biggest fear of all.

Have to agree with you. They've been saying all the right things about this game. They're really talking the talk lately. But this is such a drastic evolution for them that I'm afraid it won't quite hit the mark it needs to. The past few years have been really big for open world games, so I'm not sure how Nintendo adapts to that.

On the other hand, I had the same worries with Mario Maker, and they ended up nailing that. I really hope Nintendo nails it, I'm just worried they won't. I'm going in with high hopes but low expectations
 
Also I doubt it would be as cut and paste as Skyrim's interiors tended to be, since the Zelda team is known for unique and compelling level design moreso than Bethesda.

Something has to give when the world is that vast, you simply don't have enough resources to fill it with enough meaningful content.
 
I just wanna know the name. Quick View of the reveal trailer and then big media blackout. Gamexplain videos will be difficult to avoid. :P
 
More like Skyrim.

I am just wondering how people would react with fewer big dungeons but lots of smaller ones.
I'd be fine with that. Was replaying Majora's Mask last week and I forgot about how cool are small dungeons like Ikana Castle. Or even Bottom of the Well on OOT.
 
Something has to give when the world is that vast, you simply don't have enough resources to fill it with enough meaningful content.

Well A) we really don't know at this point how vast the world is, and B) I'm referring specifically to caves/ruins/small dungeons. I really doubt there will be as many interior locations as there are in Skyrim specifically because Zelda games tend to have much more focused level design- I'm expecting quality over quantity in terms of these types of locations.

And like was said above, giant empty fields don't actually have to take away from a game, as long as there are other things to do in the world and as long as traversal is fun and quick. I know we like to harp on the world of TP for being pretty empty, but without that large empty section of field we wouldn't have had that horseback chase/fight section which was quite different from what has been done in previous Zeldas. I think we will see encounters like those in the E3 2014 trailer take place in giant open fields to keep them interesting.
 
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