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Forums - Nintendo Discussion - Zelda for Wii U Wishlist

spemanig said:
RCTjunkie said:
Looking at your list, I feel like you get rid of too many essentials for a Zelda game and implement some questionable choices. It's almost like you were in charge of Skyward Sword. :P

OT: I personally want original puzzles that don't create a deja-vu sense, crazier boss battles/enemies, adult Link, any art style NOT like Skyward Sword, and a companion that's actually likable (see: Majora's Mask, Wind Waker, or Twilight Princess)


Lol, please explain.


Okay, I guess essentials is a relative term, but voice acting, dragons a la Skyrim, "unique" artstlye, and flyinig would ruin yet another Zelda game for me and stray too much. 

Also, Horse > Bird. Period. Flying was awful in SS.

Overall, I feel like you're asking for a LOT when I see your list (I guess that's why you call it a wishlist), and it's simply apparent that what you enjoy and want in a Zelda game is fundamentally different from what I want.



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VanceIX said:

3. His job is to make a game that will sell. And just cause I'm saying that not doing a realistic game would be a bad financial move makes me a "non-fan"? Get over yourself, please.


Bollocks - his job is to ejeculate whatever he likes to "true fans" from his masturbatory mind, and the rest of "non-fans" can go fuck themselves. /sarcasm

Seriously, while he did make some good things for the franchise, his dislike of original Zeldas, his borderline pathological love toward puzzles for the puzzles' sake and most of all his self-importance is only running the franchise into the ground. His retirement is long overdue, and if there was any sense in Nintendo they would take Zelda from him long time ago.



MY Zelda U wishlist? *cracks knuckles* Here we go:

1. KEEP the fucking horse. Why? Because it's useful, and Epona rocks.

2. Make the land massive, so that needing a horse, AND a later auto-travel feature, become necessary.

3. Keep the art style more or less what the E3 tech demo was, except with more flourish, IE more styled art design. Same graphics, just more details and personality. I don't want or need another toon Link game, nor do I want some other crazy art style. Changing the art style just to arbitrarily make it appear "different" is pointless. It's how the game plays that ultimately matters.

4. Give Link MANUAL JUMPING. Whether it's something you have from the start, ala Zelda II, or something you gain through an item, ala Link's Awakening, I don't care how you get it, but give Zelda manual Jumping in 3D for once. That ONE element alone would add so much freshness and variety to the gameplay possibilities, I don't thikn most people even really think of this. I think most gamers by now just take for granted that every 3D Zelda has got to have the (in my opinion never-that-great) auto-jumping feature. You ask me, giving the player the ability to jump, to CONTROL when and how they jump, to control themselves while in the air, etc. would add so many possibilities to combat, to puzzle solving, to level design, enemy design, you name it. And while they're at it, throw in the adjacent ability to wall-jump, and maybe even run up or along walls.

No, I'm not advocating turning Zelda into PoP or Mario. What I AM advocating, is letting the player jump. To ME at least, it made Zelda II and Link's Awakening all the more unique, memorable, and most importantly, fun.

5. While we're on the subject of Zelda II, bring back the "rpg-lite" feature, where you actually gain some kind of experience points from destroying enemies, and can actually gain some mild stats, build up some magic abilities, whatever. It would also just be another old-but-new comeback feature that I'd really like to see, and would really "shake things up", as far as the 3D Zelda formula goes.

6. Give us a huge Hyrule, with a big Castle Town, but also lots of towns and villages. Yes, bring back versions of old favorites like Kakariko, but also give us a bunch of NEW towns, or hell, bring back some of the town names from Zelda II as well.

7. Leave Ganondorf out of it, I agree. But bring back classic Ganon. I'm not AGAINST a totally new villain, sans Ganon, but I'd also love to see the return of the REAL Ganon. The evil wizard boss from the old games. The big nosed, red-haired guy with the glare? He's okay, but he gets kinda old. Let's see a cool, mysterious, imposing cloaked wizard, with some real dark magic powers again.

8. Dungeons are cool, let's have some really unique, fresh, organic dungeon designs. But let's also have a lot to do, including major areas of the game, that are NOT in castles or caverns or somehow otherwise separate dungeon-type-places. In my opinion, mix the best dungeon/world design elements from TP and SS, but improve them both. Make sure the entire land seems very organic and connected. Don't make me backtrack like crazy, but also allow me to explore a world that is worth exploring, adventure around on my own, with plenty of hidden shit to find.

And bring back the varied/unique bosses from TP. SS had many good points, but it's bosses, for the most part, weren't one of them. Having to fight the same two guys over and over, with only a couple others peppered in between, was kind of lame. TP had some genuinely great, epic boss battles, I thought. And no, when I say "epic", I don't mean "hard". Balls hard does not = good to me. I like a challenge. I don't need to die 100 times. I thought TP's difficulty level was fine, and what's more, I appreciated the diversity in the dungeons and bosses.


I could think of other stuff. But those are the main points I'd touch on, as far as what I'd love to see in my "Dream Zelda" game.



spemanig said:
BraveNewWorld said:

spemanig said

Zelda has never tried to get casuals. NoA had nothing to do with that. It was all Aonuma, and he regrets it.


Shigeru Miyamoto said the new look was designed to "extend Zelda's reach to all ages".

A presentation by director Eiji Aonuma contained a reference to the working title The Wind Waker 2 and it was said to use a similar graphical style.

Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because the cartoon appearance created the impression that the game was designed for a young audience.

Concerned that the sequel would have the same problem, Aonuma expressed to fellow designer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market.

http://www.nintendoworldreport.com/feature/13085/eiji-aonumas-gdc-2007-presentation



"On my business card I am a corporate president. In my mind I am a game developer. But in my heart I am a gamer." - Satoru Iwata

BraveNewWorld said:
spemanig said:
BraveNewWorld said:

spemanig said

Zelda has never tried to get casuals. NoA had nothing to do with that. It was all Aonuma, and he regrets it.


Shigeru Miyamoto said the new look was designed to "extend Zelda's reach to all ages".

A presentation by director Eiji Aonuma contained a reference to the working title The Wind Waker 2 and it was said to use a similar graphical style.

Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because the cartoon appearance created the impression that the game was designed for a young audience.

Concerned that the sequel would have the same problem, Aonuma expressed to fellow designer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market.

http://www.nintendoworldreport.com/feature/13085/eiji-aonumas-gdc-2007-presentation


Wow. That's actually extremely insightful. Do you know of any other speeches of his like this?

Anyway, I didn't read anything about Miyamoto saying that the "new look" was designed to extend Zelda's reach to all ages. If anything, it was made to focus Zelda's appeal to the mid-teen, NA audience.

I had literally no idea about WW 2 at all. It's crazy what Spirit Tracks could have been, where it designed for a home console like he originally intended.

When I read your comment about NoA, I thought you meant that NoA literally came to Aonuma and told him to make sure the next Zelda was "realistic," which isn't true. This makes more sense, though. I wouldn't say that NoA was the reason, though. Aonuma was looking for an answer so he went out of his way to ask NoA about it. They just confirmed something he was aware about before he asked them.

That's seriously a good read, dude. It's interesting to hear how against realism Miyamoto was originally. It's also interesting to see how Minish Cap worked as an escape for him during a time when he didn't like how TP was going, because I always wondered why MC turned out to be the better game even though they were developed at similar times. It's also funny to think about how many similarities the two share in retrospect, like the sword techniques.

It sounds a lot like Aonuma wasn't trying to get a casual audience as much as the dwindling Japanese audience. All of his comments that simplify the game came from the confusion of Japanese gamers.

REALLY, REALY, REALLY good read! Seriously lol thanks.



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Personally, thank God they DID change the direction of TP. The final product ended up WAY better, "IMO", than WW ever was. I think a majority of fans wanted what TP was: a natural evolution of what OoT had been. I know I sure as hell didn't want WW2. And I really don't ever want anther home console game in that style, it has just never appealed to me. *shrugs*



DevilRising said:
MY Zelda U wishlist? *cracks knuckles* Here we go:

1. KEEP the fucking horse. Why? Because it's useful, and Epona rocks.

That's my point. Epona is useful because a fundemental flaw in the game's design. If that flaw is fixed, no one would miss Epona. I mean I guess keep her in as a cameo or something because people like the horse, but this is a Zelda game. You shouldn't need a hub world that requires a horse to nevigate.

2. Make the land massive, so that needing a horse, AND a later auto-travel feature, become necessary.

Again, you shouldn't need a horse. Every 2D Zelda game has a massive world and absolutely none of them ever needed a horse.

3. Keep the art style more or less what the E3 tech demo was, except with more flourish, IE more styled art design. Same graphics, just more details and personality. I don't want or need another toon Link game, nor do I want some other crazy art style. Changing the art style just to arbitrarily make it appear "different" is pointless. It's how the game plays that ultimately matters.

Ah... It's a wish list, so telling you that this is confirmed to not be happening is kind of pointless. It doesn't change the fact that you want it, which is okay. We're definitely not getting another toon Link game, so no worries there, but I'd argue that the TP (tech demo) artstyle was the only arbitrary artstyle change. It was only created to please NA fans. I don't think that the changing artstyles are arbitrary at all, and I definitely don't think that it effects how the game plays. Nintendo designs the gameplay first, and then employs the graphics.

4. Give Link MANUAL JUMPING. Whether it's something you have from the start, ala Zelda II, or something you gain through an item, ala Link's Awakening, I don't care how you get it, but give Zelda manual Jumping in 3D for once. That ONE element alone would add so much freshness and variety to the gameplay possibilities, I don't thikn most people even really think of this. I think most gamers by now just take for granted that every 3D Zelda has got to have the (in my opinion never-that-great) auto-jumping feature. You ask me, giving the player the ability to jump, to CONTROL when and how they jump, to control themselves while in the air, etc. would add so many possibilities to combat, to puzzle solving, to level design, enemy design, you name it. And while they're at it, throw in the adjacent ability to wall-jump, and maybe even run up or along walls.

Funny enough, the lack of jumping on 3D Zelda titles actually stem from the fact that Aonuma is terrible at platformers. Personally, I'd much rather the A button make the player jump than roll. He should still keep his auto jump though. I want both, not one or the other. Wall jumping would be horrible in a game like Zelda that isn't about presision platforming, so I wouldn't really want that. Running up walls worked pretty well in SS (minus the stupid stamina meter) so I'd be down for that. I didn't really like how running along walls felt like in Darksiders II, a very Zelda like game, but if they could make it work in Zelda, I'd be down.

No, I'm not advocating turning Zelda into PoP or Mario. What I AM advocating, is letting the player jump. To ME at least, it made Zelda II and Link's Awakening all the more unique, memorable, and most importantly, fun.

You could jump in Minish Cap too, so I get where you're coming from. Minish Cap also had Roc's Cape. With that, you could glide after you jumped. I always imagined that working like flying does in Journey, so again, I REALLY want Roc's Cape in this Zelda. Limited flight would open up Zelda even more than jumping would.

5. While we're on the subject of Zelda II, bring back the "rpg-lite" feature, where you actually gain some kind of experience points from destroying enemies, and can actually gain some mild stats, build up some magic abilities, whatever. It would also just be another old-but-new comeback feature that I'd really like to see, and would really "shake things up", as far as the 3D Zelda formula goes.

Eh... I always felt that weapon upgrades where an okay substitute for RPG features like that. I really like RPG's, but I like how the focus in Zelda is more on technical skill than character growth, since it's an action game.

6. Give us a huge Hyrule, with a big Castle Town, but also lots of towns and villages. Yes, bring back versions of old favorites like Kakariko, but also give us a bunch of NEW towns, or hell, bring back some of the town names from Zelda II as well.

I'm down. While I actually prefer the one core town set up of games like ALttP, ALBW, MC, SS, and MM, I also love Pokemon because they do exactly what you're describing.

7. Leave Ganondorf out of it, I agree. But bring back classic Ganon. I'm not AGAINST a totally new villain, sans Ganon, but I'd also love to see the return of the REAL Ganon. The evil wizard boss from the old games. The big nosed, red-haired guy with the glare? He's okay, but he gets kinda old. Let's see a cool, mysterious, imposing cloaked wizard, with some real dark magic powers again.

YES!!!! While I'd rather a new villian, the only way I could tolerate Ganon is if they brought him back as the big, ugly, pig motherfucker he was always meant to be, or the cloaked wizard Ganon. Or both. Please, both.

8. Dungeons are cool, let's have some really unique, fresh, organic dungeon designs. But let's also have a lot to do, including major areas of the game, that are NOT in castles or caverns or somehow otherwise separate dungeon-type-places. In my opinion, mix the best dungeon/world design elements from TP and SS, but improve them both. Make sure the entire land seems very organic and connected. Don't make me backtrack like crazy, but also allow me to explore a world that is worth exploring, adventure around on my own, with plenty of hidden shit to find.

I'm not sure if what you're asking for here is possible. SS and TP form their worlds and dungeons in ways that are in total opposition from each other. Like, the way compact and dense way SS's overworld is designed doesn't allow for the vast, open expanses found in TP. And you wouldn't be able to ride a horse. There's platforming, climbing, and ropeswinging in that game, remember? All things that Epona can't do. Also, you'd bump into shit all the time.

And bring back the varied/unique bosses from TP. SS had many good points, but it's bosses, for the most part, weren't one of them. Having to fight the same two guys over and over, with only a couple others peppered in between, was kind of lame. TP had some genuinely great, epic boss battles, I thought. And no, when I say "epic", I don't mean "hard". Balls hard does not = good to me. I like a challenge. I don't need to die 100 times. I thought TP's difficulty level was fine, and what's more, I appreciated the diversity in the dungeons and bosses.

I thought TP was dumb easy, but that's an issue of not being able to choose a difficulty. I enjoy challenging games that punish me. I agree on how shitty most of the bosses where in SS, though. That being said, Koloktos houses the greatest boss fights (and one of the best dungeons) in a Zelda game. And I hate the whip. But yeah, a lot of TP's boss battles were truely epic, and I'd much rather future bosses err to that side, as well as Koloktos and Puppet Ganon from Wind Waker.

I could think of other stuff. But those are the main points I'd touch on, as far as what I'd love to see in my "Dream Zelda" game.


Comments in italics.



RCTjunkie said:
spemanig said:
RCTjunkie said:
Looking at your list, I feel like you get rid of too many essentials for a Zelda game and implement some questionable choices. It's almost like you were in charge of Skyward Sword. :P

OT: I personally want original puzzles that don't create a deja-vu sense, crazier boss battles/enemies, adult Link, any art style NOT like Skyward Sword, and a companion that's actually likable (see: Majora's Mask, Wind Waker, or Twilight Princess)


Lol, please explain.


Okay, I guess essentials is a relative term, but voice acting, dragons a la Skyrim, "unique" artstlye, and flyinig would ruin yet another Zelda game for me and stray too much. 

Also, Horse > Bird. Period. Flying was awful in SS.

Overall, I feel like you're asking for a LOT when I see your list (I guess that's why you call it a wishlist), and it's simply apparent that what you enjoy and want in a Zelda game is fundamentally different from what I want.


I think that voice acting would work really well. I'm not talking cinematic voice acting where everything is done through cut scenes. Imagine exactly the way you read text in SS. Now just add voice acting and lip sinc to that, and that's what I'm talking about. If you've ever played The Last Story, it's like that. The voices are sincronized with the text blurbs, and you click through the dialog.

I don't want the dragons to be at all like the dragons in Skyrim. Those are much grander in scale than what I'm talking about. I'm literally talking about somethingon the scale of a Darknut.

The unique arestyle is going to happen, so there isn't much to say there.

Flying was awful in SS because it was a hub mechanic and wasn't done well at all. I agree with you. Being able to fly in the actual overworld with controls that don't try to break your wrist, however, is a totally different thing. It would be kind of like flying in GTA, only on a bird/dragon/broomstick/whatever, and slower, and with better controls, and totally not like GTA at all.

DevilRising said:
Personally, thank God they DID change the direction of TP. The final product ended up WAY better, "IMO", than WW ever was. I think a majority of fans wanted what TP was: a natural evolution of what OoT had been. I know I sure as hell didn't want WW2. And I really don't ever want anther home console game in that style, it has just never appealed to me. *shrugs*


I'm still hoping beyond hope for a Minish Cap remake in 3D on a home console, but I know that won't ever happen. That's the extent of my desires for another game in that style, honestly. Wind Waker is my favorite Zelda game, and Minish Cap is my second favorite top down Zelda, but that style has had like seven iterations already. I'm definitely ready for something new.

I definitely don't think that TP was better, though. Lol, far from it.



Wow, I disagree with like three-quarters of your wishlist.

I want a wide open, gigantic arrangement of fields where I can ride Epona uninterrupted and awe at the amazing vistas. Screw dragons and other hindrances that only get in the way. It would only become annoying and tedious, like those sharks and peahats in Wind Waker.

I want Ganon to return, he's been away for far too long. It's pretty obvious in every game he's in, that he's going to be the main antagonist. Even in Twilight Princess. He's introduced before the halfway point already and seen in multiple cutscenes. I never got that argument or the "hijacked-by-Ganon"-trope anyway; it's just not true.

I want the control scheme to stay complicated through the use of either motion controls or dual analogue, or the option of one or the other. WWHD was a major step backwards, and I wouldn't to resort to mindless button-mashing again.

I want those supposed 'pace-breakers'. The Silent Realms were some of my favorite parts in Skyward Sword. What you seem to forget, also judging from some of other points, is that Zelda is by nature a slow-paced game, with a few moments of action. You're supposed to take your time instead of blaze through. I also hope there's a good story with plenty of events and cutscenes, where it all fits in.

Building on that slow-pace, I'd rather have 30fps if that gives us 1080p in this case, Zelda benefits more from detail rather then framerate. WWHD is 30fps, which is more than fine. The only reason A Link Between Worlds is 60fps is to help the smoothness of the 3D effect. Of course, if you can have both...

Lastly, a reply to a couple of random replies you made in other posts;
- Roc's Cape was introduced in Link's Awakening as Roc's Feather, Capcom has nothing to do with it.
- Have you played A Link to the Past? Then you should know that A Link Between Worlds' music is 99% just remasters of the former's soundtrack. Good ones, I certainly agree, but it only builds on Kondo's originals.
- And no way, Minish Cap is hugely disappointing for a Zelda game. It gives Phantom Hourglass (where I liked the stylus control scheme) a run for it's money. It doesn't even stand in the shadow of Twilight Princess or basically every other Zelda except a small few.

I do hope, naturally, that we both will like the new game .



S.Peelman said:

Wow, I disagree with like three-quarters of your wishlist.

I want a wide open, gigantic arrangement of fields where I can ride Epona uninterrupted and awe at the amazing vistas. Screw dragons and other hindrances that only get in the way. It would only become annoying and tedious, like those sharks and peahats in Wind Waker.

So you're calling ALttP boring? Because I literally just want that in 3D, and you can't ride Epona through that. Dragons wouldn't be hinderences. They'd be normal enemies. It's just a type of enemy I want in a dense open world where it would feel like just another enemy. The sharks and peahat is WW (they aren't tedious to me at all) are not what I'm getting at at all, because they only serve to keep the sea eventful. 

I want Ganon to return, he's been away for far too long.

No he hasn't. He's been in virtually every Zelda game expecially the recent ones.

I want the control scheme to stay complicated through the use of either motion controls or dual analogue, whether or not optional. WWHD was a major step backwards, and I wouldn't to resort to mindless button-mashing again.

WWHD was not mindless button mashing. Those controls aren't complicated; they're annoying.

I want those supposed 'pace-breakers'. The Silent Realms were some of my favorite parts in Skyward Sword. What you seem to forget, also judging from some of other points, is that Zelda is by nature a slow-paced game, with a few moments of action. You're supposed to take your time instead of blaze through. I also he there's a good story with plenty of events and cutscenes, where it all fits in.

I'd be fine with them if they were optional. The Silent Realms would have been awesome sidequests. Actually, most of the pace breakers would. I don't think Zelda is supposed to be a slow paced game at all. Not that it's fast paced, but none of the 2D games are slow paced at all. That's a consession the 3D games had to take due to hardware constraints. With the Wii U, I pray that that's no longer an issue.

Building on that slow-pace, I'd rather have 30fps if that gives us 1080p in this case, Zelda benefits more from detail rather then framerate. WWHD is 30fps, which is more than fine. The only reason A Link Between Worlds is 60fps is to help the smoothness of the 3D effect. Of course, if you can have both...

Again, there shouldn't be a slow pace to build on. Even if that's true, it does so much more than that. I don't believe any game benefits more from detail than framerate. If WWHD couldn't do 1080p, Zelda U definitely won't lol.

Lastly, a reply to a couple of random replies you made in other posts;
- Roc's Cape was introduced in Link's Awakening as Roc's Feather, Capcom has nothing to do with it.

Yeah, you're definitely right. I hope that it's incorperated, but I doubt it.

- Have you played A Link to the Past? Then you should know that A Link Between Worlds' music is 99% just remasters of the former's soundtrack. Good ones, I certainly agree, but it only builds on Kondo's originals.

I have, but there are a LOT more original tracks in this game than you give it credit for. Even still, I wouldn't mind having them both work on this, but I think that he's better than Koji.

- And no way, Minish Cap is hugely disappointing for a Zelda game. It gives Phantom Hourglass (where I liked the stylus control scheme) a run for it's money. It doesn't even stand in the shadow of Twilight Princess or basically every other Zelda except a small few.

 I literally can't fathom how one can enjoy ALttP, and not like this game. I guess it's one of those things where people played ALttP first, and can't like anything else more. I played ALttP first, and I think MC is just a little better. It has great dungeons, interesting (though easy) boss fights, an interesting world, great music, and a cool game mechanic in shrinking. But it's light years ahead of Twilight Princess and just edges out ALttP. Phenominal game.

I do hope, naturally, that we both will like the new game.

Above all else, definitely this! Honestly, I've never played a Zelda game I didn't like (I never played the DS games) so I'm 100% sure I'll love this one!