Game of the Forever obv, some *updated* thoughts after extensively watching the demo
══ Most trees are the same size, this weirds me out a bit because it makes it seem like a well-maintained park. If it's gonna be a wild forest, there should be a smooth variation from young to old trees spread around the forest. And if there was more variation on types of trees within individual forests, that'd help a lot too.
══ If flurry rush didn't have slow motion and instead just had the WW chime and let you mash it out, I would like it more. As it is now, it's seems too rewarding (and jarring).
══ Link can shoot several slow motion arrows in one jump. Also I did not see anyone try, but can you do a regular jump on flat ground and get the slow motion for the arrow? As it is, the slow motion drains stamina quickly, but I'd like to see the amount of arrows you can fire in one jump reduced to just one, and to definitely not be possible from flat ground, it should require some respectable height.
══ Right analog has X and Y axis, would like to see them both used for quick select to group weapons/shields of the same type instead of this X axis which is going to get loooooooong.
══ Magnesis/stasis/cryosis rune detective mode is overdoing it, should be toned WAY down.
══ Runes in general have very unsubtle effects design, which I don't think is at all necessary.
══ Is the magic meter truly gone? they didn't show the HUD in the off-plateau videos...
══ Wondering if there'll be fishing poles, and if they'll count as weapons or have their own slot in L items or if you'll even be able to customize what you have in the L menu... the tutorial text says that L is for "Use item", not "magic runes" or "sheikah powers" and Dpad up says "swap special item" so I fully expect the game to have items beyond the runes.
But boomerangs I want as standard weapons - whack enemies like an idiot or throw it for huge damage and then having to CATCH it with A? Nintendo MAKE MY DREAM TRUE
══ Dpad down is the whistling. People playing accidentally whistle all the time while switching their gear. Gotta call up your horse somehow, and that's it.
══ Re; Skyloft looking thing - Skyloft, probably. Not that strange or surprising, many Zelda games have sky temples. What IS surprising is that it moves around. Hopefully Link will get a flying mount late in the game and Skyloft is where you also find the green tunic.
══ Game Over screen asks if you want to load your last autosave. This has me thinking that the game will have more than three save slots, and may just let you save into any slot whenever you want.
══ They obviously HAVE a system for partner characters with Wolf Link. If Link could hire or otherwise get different companions, that'd be REALLY cool. Like if he had a Boar Charm and could make a boar tag along.
══ One special item I could see happening but probably won't is something like the mind control from Wind Waker, but usable on all enemies and animals.
══ Hylia statue glows, but stops when Link gets near hhhhnnnngh what item will I neeeeeeeeeed this gaaaaaaame
══ All this cooking. Part time work at restaurant in town sidequest, I can feel it.
══ Random item wishlist:
-Pegasus boots for dashing like a madman.
-Fancy clothes from sidequests.
-Zora armor set for swimming and diving indefinitely let's GO
-Climbing gloves/shoes to climb faster with.
-A magical hovershield has to be in the game, it just has to.
-Lantern.
-Hookshots (of differing lengths and speed) as "bow" items.
-Masks are fun. Forty masks.
-Ball+chain weapon type.
-Bug net.
══ Wishes for Hero Mode
-No item or tutorial popups.
-No increase in enemy damage or health (ok maybe health BUT NOT TOO MUCH).
-Don't change item durability.
-Increased damage taken should come from making enemies more aggressive and tactics-minded. Bokoblins as example; in the demo they're slow to react (often having Link in their face they would just wait for him to strike them) and like to use their jump attack too much. Them dodging when noticing your windup, flanking and only using the jump attack when Link is vulnerable would make them more challenging in an interesting way.
-Double day/night cycle length to 48 minutes.
-Having to hold food items and eat them in real time (cooked food being faster to eat to further incentivize cooking) to make players consider their approach to enemy encounters more strongly.
-No slow motion arrows.
-Really, just remove as many "training wheels" as possible instead of just upping damage. Hero mode until now has only been hard at the beginning, make it a full-stack difficulty increase and break the Zelda conventions, Aonuma!
══ My only NX wish
-Always have the closest shrine loaded in memory so we don't get the loading times when entering/exiting