• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Twig

Banned
ShockingAlberto said:
I think part of the problem with modern Zelda is that there's a fundamental disconnect between what the development team sees as a reward and what gamers do.

I think Nintendo believes the act itself, the enjoyment of going through a cave, is the reward. And if you get a heart piece or rupees at the end, so much the better. Alternatively, people playing the game think "Slogging through this cave must lead to an awesome reward, like new armor!" and then get 500 rupees they can not carry.
Really? Feels like almost the opposite to me.

The journey is never fun anymore. The fun SHOULD be the reward, but it's just not there. (The rewards still suck, but I don't really care if I get rubies or armor or whatever the fuck.)

I'm exaggerating, of course. I still enjoy the games. Just not as much... and it's definitely not due to lack of a reward or whatever. It's because the journey is a walk in the park, instead of a hike up a mountain.
 

ILikeFeet

Banned
Danielsan said:
I would have been cool with the rupee rewards if I could actually spend them on cool stuff.
In TP I walked around with a bag full of rupees the entire game because there was jack shit to spend it on.

one word: whore house. thank me later
 

Vinci

Danish
Danielsan said:
I would have been cool with the rupee rewards if I could actually spend them on cool stuff.
In TP I walked around with a bag full of rupees the entire game because there was jack shit to spend it on.

I don't think the general uselessness of rupee rewards is the issue. Gamers have changed.
 
Skiesofwonder said:
Yeah it would shock me if LOZ Wii didn't have some sort of multiplayer mode.

I'd love for a Four Swords mode to be included, even if it's a port of the GC game. I'd drop an additional 10 bones for that without question.
 
ShockingAlberto said:
I think part of the problem with modern Zelda is that there's a fundamental disconnect between what the development team sees as a reward and what gamers do.

I think Nintendo believes the act itself, the enjoyment of going through a cave, is the reward. And if you get a heart piece or rupees at the end, so much the better. Alternatively, people playing the game think "Slogging through this cave must lead to an awesome reward, like new armor!" and then get 500 rupees they can not carry.

man FUCK those caves


seriously every reward in the game was fucking health or money, and the biggest sidequest involved giving money to a kid so you could spent even more money on a money-eating item that made it so you didn't have to worry about health in an easy-ass game where it was nearly impossible to die anyway and it was possible via another sidequest to get infinite money
 

bridegur

Member
I hope the new game does away with rupee limits. Even if I can't spend them on anything worthwhile, I'd at least like to pick up the ones I come across.
 
you know what, i want different tunics and armors and shields and swords and other weapons, that i can buy in shops or find via sidequests

that's the sort of "RPG" aspect of Zelda that I loved in OoT and MM, and when it vanished in WW and made a really weak return in TP I was so disappointed
 

Varjet

Member
EmCeeGramr said:
that's the sort of "RPG" aspect of Zelda that I loved in OoT and MM, and when it vanished in WW and made a really weak return in TP I was so disappointed

Ok, I'm curious. What's better about the tunics in OoT compared to TP?
 

Twig

Banned
Varjet said:
Ok, I'm curious. What's better about the tunics in OoT compared to TP?
It's not just the tunics. It's also the weapons, etc.

BIG SWORD

Also, MM had all those masks, many of which were good for nothing except talking to certain people, but that was Enough.
 
I don't hope the game is like Majora's Mask except for in originality and quirkiness.

I guess what I am saying is I want the tried and true number of dungeons(or like in Twilight Princess and Ocarina) and familiarity with much more personality and with whatever they want to spike it all with.

Better battle system would be awesome but not if it sacrifices the meat of the games which to me aren't them even though they are important.
 
Varjet said:
Ok, I'm curious. What's better about the tunics in OoT compared to TP?
there were three and one was RED

okay the zora armor was pretty cool because of the face thing and the flippers but it had only one usage in the game and it was weak against ice and fire attacks so you wouldn't want to wear it outside of the dungeon either

but the magic armor was terrible, it looked stupid and was just a pointless waste of time
 
EmCeeGramr said:
you know what, i want different tunics and armors and shields and swords and other weapons, that i can buy in shops or find via sidequests

that's the sort of "RPG" aspect of Zelda that I loved in OoT and MM, and when it vanished in WW and made a really weak return in TP I was so disappointed
Some level of customization would be a great thing for this series and would totally solve the complaint we have about the lack of satisfying rewards. I'd take just about anything that gives a purpose to goddamn rupees. I have never understood the point of having an in-game currency when there is barely anything to buy. Half way through TP i wouldn't even bother exploring, because i was sick of picking them up and watching that stupid chest opening animation.
 

oatmeal

Banned
I just want a game where you aren't force fed the beginning of the game. I want to be able to explore from the outset, but not be strong enough (unless I'm a really fucking good player) to go everywhere. I want there to be areas with true danger until you have the heart containers and the weapons.

Won't happen, though.

We will once again start in our home town and do random things before leaving off on our journey. And that's not a bad thing, I just want them to change the formula...
 

selig

Banned
Okay, instead of repeating single points about what I´d hope for Zelda Wii, I´ll just try to describe a bit of the scenery I´d like to have. Of course, I will NOT be super disappointed if the real game doesn´t turn out like that. Just the general direction shouldn´t be too different (aka as long as Nintendo doesnt turn Zelda into a cinematic story-focused game, I´ll be okay):

You insert the disc into your Wii, press "Start", and the game loads...showing a neatly animated start-screen that seems to show a peaceful, moody forest from bird´s eye-view. You press start as the screen tells you to do...and suddenly, the camera zooms into the forest, does a turn, and you see "Link"´s shadow, seemingly sitting under a tree, taking a nap.
Without any loading screens, you enter a customization menu. Here you can change just small details, like hair color, hair style, and color of clothing. That´s it. Once you press "okay", the menu vanishes and the camera turns in front of "your" Link. He stands up, the camera moves behind him, and...you´re playing the game.
You find yourself in a wide open forest-area, beautifully desigend environments. You look up in the sky, clouds are slowly taking their course and birds are flying. You finally decide to start playing and move, realizing that the camera is set up over Link´s shoulder, controlling the game like Metroid Prime. After getting used to the untypical controls, you wonder if you...could climb all these well-designed trees. You approach a tree that has enough big branches and indeed, Link pulls himself upwards, slowly and in a realistic time. As you continue to climb upwards, single leafs fall off the tree. You finally reach the top, and as Link´s head pops through the forest´s roof, the screen goes pure white for a second, when full sunlight blinds your eyes.
What you can see is gorgeous: The forest continues for a while, featuring hills and valleys, you can make out even a river. In the far, you can see a giant area of mountains. In another direction, you spot a...old ruin. This ruin is the first suspicious thing you´ve seen in the game, so you decide to explore it. You jump off the tree. While running you press the A-button to do some typical rolling...but instead, you jump! Jumping is back, yay! You realize that if you hold the A-button down before releasing it, Link can jump higher or farther. Still happy about the new movement freedom, "it" appears in your way: Your first enemy. A single Moblin is patroulling there. You´re unsure how to approach enemies in this new Zelda-game, so you decide to slowly approach the future opponent...when you find out that Link can sneak now if you press a certain button. Even better, pressing the same button just once lets you crouch to take cover behind bushes. Which is exactly what you do. You stealth-approached the enemy who, surprisingly, didn´t automatically spot you. Even more surprising, though, is how the foe behaves. It´s not just standing there, being "your enemy". Instead, it seems to search something, and when it passed you by very closely, subtitles appeared, translating whatever fantasy-language the Moblin was talking in.
Whatever it was, it´s clear that this is not a nice guy, so finally step out of your hiding place and unsheath your sword. The Moblin is shocked for a moment, but then starts running at you, loudly screaming, swinging his huge spear. Only in the last moment you realize that your sword is controlled by your very own movements, so you swing up the wiimote and your sword and the Moblin´s spear are clashing at each other. By pressing the Z-button you can lock on to the enemy while freely swinging the wiimote without messing up the camera. Coming from former Zelda-games you expect to just waggle three-four times and the Moblin is history, but...he keeps blocking your unmotivated attacks. Quite the contrary, HE is making YOU step backwards, hitting again and again. You realize that without looking for openings you won´t have a change. You press the B-button to change the sword grip into defense stance, the Moblin hits, but his spear bounces back, leaving him open. Now the moment has come and you hit the monster hard with a sword slash diagonal over his disgusting body. The Moblin screams in pain, but gets a hold of himself quickly. But you repeat the whole procedure. The Moblin realizes that he´s no opponent for you and...flees. Confused, you watch the monster flee, something that has never happened in a Zelda-game before.
Quite a lot of excitement for the very first battle, you think, and finally proceed in the direction of the old ruin. On your further way, you see a lot of unique environments, find weird stuff that you have no idea what it could mean, yet. And at long last, you reach the ruins. Once you got used to the darker insides of the ruins, an old man appears in front of you. He´s about the tell you something important.

That´s when you have no idea that there´s a big, lively city across the forest. You have no idea that you will climb the mountains in the far by yourself. And you have no idea about all the cruel, dangerous, fear-invoking enemies that are going to stay in your way. And all of it wrapped around one quest: Exploring that unknown world and finding out what your reason to be here is.


Uh, okay, now I´ll really be disapponted, haha :D



Jason's Ultimatum said:
And that's why SotC was such a sucky game. Well, one of the reasons.

Fixed.
 

Kilrogg

paid requisite penance
Vinci said:
I'd just like to say that I was playing the final Swordplay event, with the various levels, on Wii Sports Resort the other night - and yeah, that was fun as hell. It had been a while since I'd played it, but my parents had never tried it so I demoed it for them.

Good stuff, that game.

Still haven't managed to beat the last levels (or the last two levels, can't remember) :lol. The game is really challenging in my opinion. I hope the challenge will be there in Zelda Wii as well. Anyway, yeah, good stuff, but I must say I like the object-slicing game better (don't know how it's called in the US). It's just so satisfying. I want a whole game where you do nothing but slice stuff to smithereens :D.
 
EmCeeGramr said:
you wonder if you...could climb all these well-designed trees
You´re unsure how to approach enemies in this new Zelda-game, so you decide to slowly approach the future opponent...when you find out that Link can sneak now if you press a certain button. Even better, pressing the same button just once lets you crouch to take cover behind bushes. Which is exactly what you do.


AND THEN MERYL SHOWS UP AND IS ALL

FUCK YOU LINK I AM GOING TO TELL CAMPBELL
 
rinku pulls out his knife and performs a stealth takedown from behind

he smokes his ordon "tobacco" blunt and stares at the sunlight glittering through the well-designed trees

"God damn"


he hops on epona and rides into a pay and spray, where customizes her hair color to throw off the moblin cops
 

snesfreak

Banned
miyamoto1.gif

I want to see this again but he's listening to music for Zelda instead of SMG2.
 
EmCeeGramr said:
rinku pulls out his knife and performs a stealth takedown from behind

he smokes his ordon "tobacco" blunt and stares at the sunlight glittering through the well-designed trees

"God damn"


he hops on epona and rides into a pay and spray, where customizes her hair color to throw off the moblin cops

GOTY
 
Danielsan said:
The setting of TWW's final fight was gorgeous and you stab Ganonorf in the face with your sword for crying out loud. How can you not remember that.
Now I remember! However, most of the time I was thinking: I saw this in OoT already. The stabbing-in-Ganon's-face bit, too. In OoT Ganondorf was truly a monster. He was responsible for everything bad in the world and I always felt it during the game. TWW's Ganondorf was like a slightly evil uncle, nothing more. The setting of Wind Waker's final fight was really cool, though.
 
I wrote an article about Zelda, stagnation, and what I think the real problem is. Here's an excerpt:

"...Starting with Ocarina of Time, though, Hyrule Field went from an active place to a mostly empty space separating the nodes of interest (the temples). Thus far, the only 3-D Zelda to keep the flow of action pretty consistent throughout the game, littering the over world with discoveries and spreading the action liberally outside of the main dungeons was Majora's Mask. It's a sad reality that the time manipulation element turned so many off this masterpiece; a game that has, for me, aged much better than Ocarina of Time.

The basic structure of the Zelda game has always revolved around conquering temples and gaining new items that made further progression possible. Embed this formula in an overworld teeming with all manner of unique activities, and you'll find the action of the game flowing from start to finish as a cohesive whole. Remove the overworld action and the formula becomes prominent, repetitious, and stagnant. "


Also on the issue of rewards, I think the adventure of pure exploration can be a reward in itself, but only if the adventure is interesting in some way. Wandering through a barren cave isn't that interesting. Make it a unique challenge or a minigame in itself or have it lead to something beautiful. Most gamers, and I'll include myself, would be far more satisfied if there was a prize to be had, even if it's just a fun collectible.
 

Branduil

Member
Link Hyrule waited. The fairies above him blinked and sparked out of the air. There were moblins in the castle. He didn't see them, but had expected them now for years. His warnings to Princess Zelda were not listenend to and now it was too late. Far too late for now, anyway.
Link was a forest adventurer for fourteen years. When he was young he watched the swordsman and he said to dad "I want to be in the castle daddy."
Dad said "No! You will BE KILL BY MOBLINS"
There was a time when he believed him. Then as he got oldered he stopped. But now in the castle of Hyrule he knew there were moblins.
"HEY" the fairy crackered. "You must fight the moblins!"
So Link gotted his palsma bow and blew up the wall.
"HE GOING TO KILL US" said the moblins
"I will shoot at him" said the darknut and he fired the rocket chickens. Link plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the moblins" he shouted
The fairy said "No, Link. You are the moblins"
And then Link was a redead.
 
EmCeeGramr said:
you know what, i want different tunics and armors and shields and swords and other weapons, that i can buy in shops or find via sidequests

that's the sort of "RPG" aspect of Zelda that I loved in OoT and MM, and when it vanished in WW and made a really weak return in TP I was so disappointed

I tend to agree with this statement. There was something that felt special about going into the armor store in oot as a kid and buying the extremely over sized Hyrule shield, and being forced to switch it out to the deku shield every once in a while. It made the game feel more like a journey or a quest, same goes for the side quest to make the biggoron sword and gilded sword.

One other thing I really hated in ww was being forced to do that stupid weapon training, just let me figure it out on my own, we don't need to be hand held and spoon fed through an entire game and if an enemy appears which requires me to use that tactic there's always a fairy. Part of the reward in older nintendo games was figuring things out on your own. I mean pot items are already a pretty decent clue on which weapon will be beneficial in a fight.

I really hope they don't make the next zelda game follow in mario galaxy footsteps and make every boss a 3 hit wash rinse repeat drill.
 

Vinci

Danish
Kilrogg said:
Still haven't managed to beat the last levels (or the last two levels, can't remember) :lol. The game is really challenging in my opinion.

Hell yeah. My dad was watching me do it and said, "I'm tired just watching this. It's impressive though."

I hope the challenge will be there in Zelda Wii as well. Anyway, yeah, good stuff, but I must say I like the object-slicing game better (don't know how it's called in the US). It's just so satisfying. I want a whole game where you do nothing but slice stuff to smithereens :D.

The object-slicing game is really great, but I really like taking on dozens of people at a time in the other. Something kind of awesome about it. My wife was watching me play it and said, "It's easy to tell that you've watched lots of samurai movies." :lol
 
Sigh. As much as I want improvements for the game, there's bound to be disappointment. You have to play Zelda for what it is.
 
It would be pretty great if Zelda had a variety of loot items that you could equip and sell (or even buy! :eek:)

Maybe even be able to buy a homestead, put money into it and watch it turn into a Hole in the Wall/Cottage/Manor/Castle/Fortress of Light. And then fend off Moblin armies from it.
 
DeathbyVolcano said:
Gentlemen, we have found our new TheGrayGhost
TWILIGHT PRINCESS'S ENDING REPRESENTS THE END OF THE AGE OF BIG ZELDA, ALL OF THE GAMES WILL BE LIKE PHANTOM HOURGLASS FROM NOW ON

*zelda wii is like past console zeldas*

WELL THAT DOESN'T COUNT
 
Top Bottom