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The Official Legend of Zelda Thread: The Sequel to Breath of the Wild is in Development

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Best Zelda news from E3?

Breath of the Wild sequel in development 25 92.59%
 
Cadence of Hyrule launches June 13 1 3.70%
 
Dungeon Creator in Link's Awakening 1 3.70%
 
Link's Awakening Amiibo 0 0.00%
 
Color Dungeon in Link's Awakening 0 0.00%
 
Link's Awakening Special Edition/SteelBook 0 0.00%
 
Other 0 0.00%
 
Total:27
psychicscubadiver said:
mZuzek said:

Damn, really not a fan, are you? I have to disagree on the attacking part, I think it being tied to movement is very intuitive and helps keep the gameplay simple enough. And about the starting dagger being bad, well, it's the basic weapon you're supposed to learn how to play the game with. But beyond that, you can always start a run with a better weapon as long as you have enough diamonds and have unlocked the glass key NPC in Area 2. So, there.

I have a love-hate relationship with the game. The core gameplay is compelling enough that I keep returning, but the problems I have with it make me quit 2-3 hours after I pick it up again. I must strongly disagree about the movement being the same as the attack being intuitive or good. No other game I've played has combined them into a single button and you have to depend circumstances being correct to trigger the weapon instead of movement. I've jumped into an enemy's attack when I wanted to swing my sword one too many times to be anything but annoyed. I had never unlocked that guy so if that will really fix only getting the starting dagger then I'll unlock him post haste.

Well, I've never played another game where you attack by moving either, but I've also never played another game where your movement itself is tied to the beat of the music and you have to be dedicate a substantial amount of concentration on it alone. By mapping both movement and attack to the same button, it means I can focus 100% on the D-pad and that makes everything a lot easier to play.

The issue with having to use a separate button to attack is that by then you would only be able to attack forwards, and you can't turn quickly like you could in a game like, say, Zelda. It would be a pain to deal with any enemies coming from the side or the back like this, though to be fair the enemy design would've been different if the game had you attacking with another button. Either way, if you've ever collected a Grenade Launcher, you'd know what I'm talking about - while it is an incredibly useful item, it can be very hard to use it right because you can only throw bombs forwards, and in the end you usually spend more timing lining up your attack than actually doing it, and that just kinda sucks.

If you're going to unlock the Area 2 NPC, be ready for a good bit of pain and frustration. You need to get a Glass Key on the second floor of the level, and take it to the NPC on the third floor without taking any hits - if you take one, the key shatters and you have to start over. It took me quite a while to do it, but it's very much worth it. Being able to start runs with items already equipped makes a huge difference, especially in the later areas.



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The sequel to BoftW is what will finally get me to buy a Switch and come back to gaming after the past few years.

Lol, and I have not even beat BotW yet, just roam around doing stuff still.

I hope Link stays in this era, but some time travel could be fun as well.

Harder guardians would be nice. Closer you get to the castle, the harder they should be, maybe shield their eyes or make them faster. It was cool that after I jumped off the great plateau that I could go straight to Ganon, but it would be nice if they made it brutally difficult without a ton of gear. Plus the castle should have been like...what is that game....Dark soul? Devil's soul? Where the dungeons are really hard or maybe make it like dungeons of old, but on a thirty day IRL timer. Everyday the puzzles change and you never can get to Ganon the same way.



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Wyrdness said:

That’s one way to kill a Bokoblin.



Wyrdness said:



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Getting some Zelda (and Ghibli) vibes from this one:

https://www.youtube.com/watch?v=DJ1pHvqezjo



S.Peelman said:
Wyrdness said:

That’s one way to kill a Bokoblin.



spurgeonryan said:
The sequel to BoftW is what will finally get me to buy a Switch and come back to gaming after the past few years.

Lol, and I have not even beat BotW yet, just roam around doing stuff still.

I hope Link stays in this era, but some time travel could be fun as well.

Harder guardians would be nice. Closer you get to the castle, the harder they should be, maybe shield their eyes or make them faster. It was cool that after I jumped off the great plateau that I could go straight to Ganon, but it would be nice if they made it brutally difficult without a ton of gear. Plus the castle should have been like...what is that game....Dark soul? Devil's soul? Where the dungeons are really hard or maybe make it like dungeons of old, but on a thirty day IRL timer. Everyday the puzzles change and you never can get to Ganon the same way.

Supposedly the game takes place in the same Hyrule, so to spice it up there will have to be time travel or a dark world, which would be cool as the closest thing we've had to a dark world in 3D Zelda was Twilight Princess and the closest thing we've had to time travel since OoT was a couple of spots in Skyward Sword. I'd love to see a dark world or past world in a 3D Zelda on the scale of Breath of the Wild.

Changing puzzles based on an IRL timer sounds really ambitious, but also really amazing. I can only imagine how the speedrunners would find a way to deal with that. Sounds hard to do that to the whole overworld or every dungeon, but Skyward Sword had that last dungeon that let you slide the rooms around to connect differently, they could just do that, but take it out of the player's control. Do that for Ganon's castle and bam, super memorable final dungeon.





^^
Nice observation, I could see the house with the lookout tower near it being a nod to Outset Island, but the rest, doesn’t really match up.