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What we know about Legend of Zelda Wii prior to E3 2010

selig

Banned
Skiesofwonder said:
Legend of Zelda in First-Person View.

It's happening.

Bet on it.

Regarding camera, I´d predict that there´s going to be 2 different cameras. The typical "10 meters above Link"-camera we had in TP. And then, whenever you unsheath your sword, it changes into an over-the-shoulder-camera (it wont get closer to first person than that) to allow for making use of MotionPlus. After all, I don´t need MotionPlus if Im just watching my character from 10 meters and probably from a different angle as well.
 

mantidor

Member
Vanille said:
TotOK wasn't difficult, it was just incredibly tedious.

Really, Zelda doesn't need to be super difficult, but there should at least be a risk of dying. The bosses in Twilight Princess looked great and had the potential to be the best in the series, but they were boring as hell because they were just so ridiculously easy.

Thats the thing, the temple wasn't tedious if you used your items correctly. But I have to agree, "item solves the puzzles of the dungeon" has to change.

I wouldn't mind hard puzzles, but rooms with endless foes that give 5 heart damage isn't my idea for fun, specially because combat in Zelda isn't exactly the strong point of the games. Every battle is more about how to use your items than how much damage you do vs damage of your foe, or quick reflexes. Bosses are a puzzle in themselves, once you figure it out they go down fast, but the point is to figure it out first.
 

The Technomancer

card-carrying scientician
Sadist said:
stop.gif
 

Fuu

Formerly Alaluef (not Aladuf)
Skiesofwonder said:
Legend of Zelda in First-Person View.

It's happening.

Bet on it.
That's what I've been assuming since they said they'd use M+ (or over the shoulder). I'm hoping to be pleasantly surprised because for now the idea of a FP Zelda is DNW for me.
 

Skiesofwonder

Walruses, camels, bears, rabbits, tigers and badgers.
I know a lot of you will continue to bark at the idea, but it just makes so much sense. Not only has Nintendo fooled around with it TWICE (OOT and TP), but the confirmation of Retro at one time working on the title really has to make you wonder. WiiMotion+ just begs for the viewpoint.

Selig could be correct though. The traditional view-point will be used but then quickly changed to a over the shoulder or see-through link for archery, swordfighting, etc.

Edit:

Shigeru Miyamoto said:
We’re using MotionPlus to make you feel much more like you’re actually fighting while holding a sword in your hand,” the Zelda creator said at a recent Q&A session in Tokyo.

MotionPlus will also be used to target things on screen in place of the Wii’s infrared sensor, he said. “In the previous game, you aimed at things by pointing at the screen, but this time we’ll use MotionPlus to create a much more convenient targeting system and a more pleasurable playing experience.

Wired summary of Q&A in Tokyo from 2009.

Hmmm...it seems like you would be switching in out of that view a lot with the extensive use of Motion+. I'm still going with a full-blown first-person mode.
 
ShockingAlberto said:
I doubt we'll ever get another cel-shaded Zelda on consoles, not after Wind Waker's backlash.

It came at a bad time and basically confirmed all the "Nintendo is kiddy" complaints people had.
Yep, and Nintendo knows the west is where console Zelda sells best, so they're not going to push that button again.

Just as we have split timelines for the Zelda series, we now have split art styles. Cel-shading for handhelds, "realistic" for consoles.
 
mantidor said:
Zelda is difficult enough. People should keep in mind that difficulty for Nintendo is not more damage and less hearts, is puzzles and item use. The temple of the ocean King is the example of Zelda being difficult, and unfortunately is not the kind of difficulty people like.

When I talk about difficulty, I'm not even necessarily referring to damage or heart count. I'm referring to enemies that walk around, rarely attack, and have ridiculously blatant, telegraphed attacks when they finally do. That, combined with the last two console games' combat systems that focused heavily on counter-attacking, is not only incredibly easy, it's also rather tedious.
 

Sadist

Member
timetokill said:
Yep, and Nintendo knows the west is where console Zelda sells best, so they're not going to push that button again.

Just as we have split timelines for the Zelda series, we now have split art styles. Cel-shading for handhelds, "realistic" for consoles.
Eh, if the 3DS has GC visuals a WW like Zelda wouldn't be out of the question :)
 

Jezan

Member
Leondexter said:
When I talk about difficulty, I'm not even necessarily referring to damage or heart count. I'm referring to enemies that walk around, rarely attack, and have ridiculously blatant, telegraphed attacks when they finally do. That, combined with the last two console games' combat systems that focused heavily on counter-attacking, is not only incredibly easy, it's also rather tedious.
This!

You just wait till the enemy is close enough to attack and then press A (after a big button with an A is displayed on the screen, and it last like 3 seconds), repeat that 5 times at most and you kill it. Boring. (It was cool the first 5 times, but no more)
 

Twig

Banned
Haunted said:
Well, yeah.
Exactly. So why are we stuck with continuously ridiculously easy puzzles galore? Wind Waker was easy. Twilight Princess was easy. Phantom Hourglass was easy. EASY EASY EASY. Oh, right, because Nintendo has to cater to the new guys and gals.

PH came the closest to being difficult, but it didn't really succeed, and it was only close because it was a new interface.

Addendum: I have not play Spirit Tracks.

The sad thing is, if I went back and played older Zelda games for the first time (assuming in some hypothetical magic world I have the same amount of Zelda experience without ever having played them), they would still be more difficult than Zeldas of today, and not even necessarily because of hardware limitations. So sad. So sad.

NOTE: I am all for making games for new audiences, but taking old franchises people love and reducing them to hand-holding tag-along unchallenging romps through a field of daisies with a bee in it is not the way to do it.

But!

Clearly I'm wrong, because there are a bunch of people in this thread who want just that. So sad.
 
Twig said:
The sad thing is, if I went back and played older Zelda games for the first time (assuming in some hypothetical magic world I have the same amount of Zelda experience without ever having played them), they would still be more difficult than Zeldas of today, and not even necessarily because of hardware limitations. So sad. So sad.

The older Zelda games ARE harder than the newer ones, even now and even though I've played them a million times. They're just shorter.


Twig said:
NOTE: I am all for making games for new audiences, but taking old franchises people love and reducing them to hand-holding tag-along unchallenging romps through a field of daisies with a bee in it is not the way to do it.

Nintendo has a whole new cash cow lineup of games for "new audiences". They all start with "Wii" and they've put them on top of the world. I was hoping that some of their other franchises--specifically Zelda--could be re-thought from the perspective of "how can we make this an exceptional game that also has something new to offer the series?" (which they have said) and not from the "how can we make this easy enough for people who suck at games" perspective (which they apparently have also said). It's not hard to have mixed feelings given the difficulty (if not impossibility) of reconciling those two views.
 

RagnarokX

Member
They have super guide to do the hand holding now. I see no reason why they can't pump up the challenge and make an accessible Zelda at the same time. Worked fine with the latest Mario games.

Do it, Nintendo.
20zqj9i.gif
 

wrowa

Member
Bit-Bit said:
What? Sunshine is the easiest Mario game I've ever played.
The fludd-less levels are easily the hardest levels of any 3D Mario to date.

The rest ... not so much.
 

selig

Banned
Bit-Bit said:
What? Sunshine is the easiest Mario game I've ever played.

wat
I never beat the Yoshi-missions, most frustrating stuff I´ve ever played. And Mario64 also was harder then Galaxy.
 

Bit-Bit

Member
wrowa said:
The fludd-less levels are easily the hardest levels of any 3D Mario to date.

The rest ... not so much.

No they are not. They might have seemed that way to you since you all of a sudden lost the ability to bail yourself out with fludd. But I've died in Galaxy 2 about a hundred times more than any of those levels in Sunshine. As a matter of fact, they recreated some of those levels into the later galaxy of Galaxy 2 and they are some of the easiest in the game.
 
Mudkips said:
As someone else stated, I'm talking about difficulty.



Yes, that's what I meant, but the "but" isn't necessary. I've got a comma there. It's a list. Take each item at face value, and recognize the contrast (Demons Souls, lack of cheesing) as the reason for inclusion. The statement is in no way claiming Demons Souls to lack cheesing, it's a list of wants for Zelda. It's a very short list, sure. But I'm confident it'll be fun and polished, I'm just concerned about it being too easy or, if they make it hard, too cheesable.



The puzzles are all a joke. The item usage is so obvious.
This may come from having played games for decades, but surely they can think of ways to make me think differently.

I want to walk into a room and be presented with a few torches. If I light them, I want to be utterly destroyed by an army of ridiculous foes. I want to be punished for trying to push a conspicuous block. I want my old habits to be beaten out of me forcibly.

You don't have to make puzzles ridiculously hard to make them decently hard for Zelda fans. You just have to make them decently hard, stop relying on traditional Zelda puzzle mechanics, and eliminate the hand holding.

Torches? Light them.
Colored orb? Hit it.
Blocks in your way? Walk into them for a bit and one of them will move.
Protrusion on a wall? Grapple that bitch.
Switch? Move a statue on top of it.
Ice? You're gonna be sliding statues around on it.
Water? You're gonna be raising and lowering it.
Cracks in the wall or floor? Get your bombs.

I want to have to stop and think again.

Play the OoT hack called Zelda's birthday if you haven't already. It uses the traditional mechanics yet manages to make the puzzles difficult. That's not the issue.
 

Formless

Member
Needs lots of NPCs and side-quests, obviously. Like have a Windfall Island or old Kakariko Village much more frequently
 

sinxtanx

Member
Actually, now that I think about it, some of the songs in SMG2 sound like they would fit inside a Zelda game.

Songs like Sky Station 2, Cosmic Cove, Final Battle and World 3 could just as well have been composed for the next Zelda as the newest Mario. This is where I believe Mahito Yokotas strenght as a composer at Nintendo lies, composing for Zelda. I do hope he is the composer for this game and that he will go all out. I mean, just listen to this! It's like the man was born to compose strictly epic songs!

/well, I'm tired and need to sleep
 
K

kittens

Unconfirmed Member
Mudkips said:
Torches? Light them.
Colored orb? Hit it.
Blocks in your way? Walk into them for a bit and one of them will move.
Protrusion on a wall? Grapple that bitch.
Switch? Move a statue on top of it.
Ice? You're gonna be sliding statues around on it.
Water? You're gonna be raising and lowering it.
Cracks in the wall or floor? Get your bombs.
Seeeeeriously. I'm dying for something new from Zelda.

I'd really be into seeing the overworld concept getting reworked, too. Dungeons are awesome and epic and all that, but the sense of exploration that the overworld offers has always been my favorite element of Zelda. I want more of that.
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
RagnarokX said:
They have super guide to do the hand holding now. I see no reason why they can't pump up the challenge and make an accessible Zelda at the same time. Worked fine with the latest Mario games.

Do it, Nintendo.
20zqj9i.gif

:lol Damn.

richisawesome said:
The green stars on SMG2. FFFUUUU

So, so frustratingly hard. Yet, awesome. :lol

No they're not. Purple Coins and Prankster Comets are much harder.

With green stars you just have to find them. Once you've found them (with no health or time handicap, mind you), they're usually easy pickings. More than half are complete throwaways.

Searching for them is fun enough though.
 
BGBW said:
Why does everyone bark for orchestral music? It's one of the most common styles in games nowaday. Zelda needs something different and fresh like disco mixed with (ol') RnB and jazz.

I mean these classics would be ruined if they were orchestral:
http://www.youtube.com/watch?v=OSBu5fBl2Kw
http://www.youtube.com/watch?v=bd9HkPCX_DE
http://www.youtube.com/watch?v=7UDGmQ7VCoQ
http://www.youtube.com/watch?v=8Y7HhtGAPeI


Yeah, those don't translate well. But what if the Malo Mart had a "Big Band" translation?
http://www.youtube.com/watch?v=EOuexHv0VPU&feature=related

And what if the Fyer's theme was done with a real Accordian and Calliope?

I don't think people's point is that there needs to be a sweeping orchestra for EVERYTHING, but real instrumentation. Check out Puzzle Plank Galaxy in SMG2... almost all midi but the real fiddle adds a nice tangible accent to the music.
 

soldat7

Member
methodman said:
I want Zelda to be like Zelda and be the best action-adventure series in gaming.

I've said for a while now that Zelda needs the Galaxy treatment. And literally, I think letting the Galaxy team consult with the Zelda team could be the best thing for the series.
 
So last night I went and beat Majora's Mask for the first time ever. Got all the masks (though I cheated a little and used a guide for the second half of the Anju/Kafei quest - the game offers you no clue at all that
you have to return to Kafei's hideout on the afternoon of the third day.
).

Overall, it was definitely one of the better Zeldas. I'm still letting it sink in a little before I decide if I liked it better than something like Wind Waker or Spirit Tracks, but I certainly enjoyed it more than Ocarina of Time. It had its moments and that ending was spectacular (though I didn't bother getting most of the heart pieces because I find minigames annoying).

Still, the end of the Anju/Kafei sidequest, when you're
waiting for Kafei to show up was tense and the way they embraced was so sweet :) Then they say that they'll wait for the dawn together and I was like awwww.

The dawn of the new day was a really nice touch, but after seeing the Inside of the Moon, I was creeped out by the Happy Mask Salesman. What the heck is he, anyway? Also, what's the story behind the Fierce Deity Mask? It was just given to me without any explanation at all.

Anyway, thanks to that, I'm now extra HYPED for Zelda Wii.
 

WillyFive

Member
My problem with Majora's Mask is that it's too open ended.

I have been sitting for months on the same spot, right after I beat the Water dungeon boss, but I don't know what to do next.
 
Willy105 said:
My problem with Majora's Mask is that it's too open ended.

I have been sitting for months on the same spot, right after I beat the Water dungeon boss, but I don't know what to do next.

well maybe you should go to the last quarter of the map you haven't been to

the place where they told you to go at the beginning
 
EmCeeGramr said:
well maybe you should go to the last quarter of the map you haven't been to

the place where they told you to go at the beginning
Yeah, Tatl will give you hints if you wander around Clock Town without doing anything for a while. Except that to progress from where you are now, you're going to need to do a sidequest or two. Check that Bomber's Notebook and stalk people around town.

I think the game expects you to be using your Bomber's Notebook as you progress.
 
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