By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming Discussion - What conventions would you like to see changed in Zelda U?

Ever since the first inclings of Zelda U were revealed, Aonuma has been touting that the major theme of this game is changing the conventions of Zelda. Taking Zelda traditions, and turning them on their heads. I think many Zelda fans would agree that the franchise has been declining in quality. From which point is another argument entirely, but change is definitely welcome. I decided to make this thread so that we may all share changes that we would like to see from what is now predictable in Zelda games. I'll start with my wishes.

1. Dungeons explorable in literally any order.

I want to start with the obvious. Aonuma has already stated that this will happen, but I want to be clear - I want to be able to play every single dungeon, except maybe the last, from the start of the game. If Zelda U has 8 dungeons, I want to be able to go to any one I want from the beginning, and be punished for it if I'm not ready.

I want it to feel exactly like Zelda 1 in that way. The only thing stopping me from beating the Lvl 8 dungeon its my lack of skill, not plot. I don't want it to be like ALBW either. No "beat the first three dungeons, then the last seven." I want complete freedom from the second I start the game, not limited freedom.

2. Voice acting.

I made an entire thread with my detailed thoughts, so I'll spare the reexplanation here.

3. Online multiplayer.

When Aonuma said that they'd change the idea of players journeying alone, I knew he wasn't talking about this, but I still want it. Online multiplayer would fit perfectly in Zelda. It lends itself so well to that idea. ALBW did this cool thing with Street Pass to create Dark Link challenges. Zelda U can take it two steps further. Not only can it add a 1v1, Link vs Dark Link battle in that same ilk, but it can do a 4-5 player deathmatch, where players are in this intricate arena.

There could also be a co-op mode where four online Links explore randomely generated dungeons. So much can be done with online, and I hope Aonuma has the balls to do it.

4. Take puzzles out of dungeons.

I used to think that dungeons were the least fun part of Zelda games. I play Zelda to explore, not to play through these stupid linear puzzle fest. Zelda is not a puzzle game. It wasn't a puzzle game when it started. Why is is now is beyond me, but the most fun I had in Zelda dungeons was in Zelda 1, when dungeons where meant to test skill. To me, the stupid puzzles ruin the dungeons in Zelda games for me. They aren't even good puzzles. I wouldn't mund them being in extra side dungeons, but for the main ones, please leave the puzzles out of it.

Aonuma is actually quoted saying that he wants to change the expectation that there will be puzzles in Zelda games, so I may get my wish.

5. Take item dependancy out of dungeons.

This kind of combines both points 1 and 4, but one of the biggest reasons why I hate the dungeons in recent Zelda games is because the stupid item system they've been doing since OoT makes the whole thing predictable. As soon as you get the item of the dungeon, you have to use it on everything the whole rest of the way. You should be able to beat every single dungeon and every single enemy in the game with just your starting equipment. In Zelda U's case, Your sword, your shield, and your arrows. I'm not saying that items shouldn't be useful, but they shouldn't be imperative gameplay keys. They should be use to either increase your exploration options, give you more options during battle, or both.

The same especially rings true for bosses. Maybe they were the pinnacle of game design 15 years ago, but now they are predictable pushovers. It should take skill to beat these bosses and dungeons, not a boomerang "key." I wouldn't mind if the boss of dungeon 3 was especially weak to the fire rod. Just don't make him impervious to everything else. That can actually create this Mega Man effect, where if you do the dungeons in the "correct" order, you'll get an item that makes it easier, not imperative, to beat the boss in the next dungeon.

6. Make dungeons scary again.

This is another issue I have with newer Zelda dungeons. Zelda 1 was my first Zelda game, and there was alway this feeling of dread when I realized that I'd be entering another dungeon. It was scary. Not spooky scary. Intimidating scary. The dungeons were where most deaths occured. The enemies were relentless in some cases. The music was forboding, and I still hate listening to it because it makes me uncomfortable. When you were in a Zelda 1 dungeon, the only thing you wanted to do was get out of it. Then, when you were close to the boss room, you could hear the monsters roaring in the room over. It built atmosphere and tension. When you encountered the boss, there was no cutscene. It just started. This shit was real. You're not playing a game. You're fighting for your life. And when you finally beat that boss and got that triforce peace, you were happy. Not happy because you accomplished something great; happy because you could finally get the fuck out of there.

No dungeons in Zelda feel like that anymore. You know what does though? The Souls games. I'm not even refering to the difficulty with this. It's the atmosphere. I love the way Zelda U's overworld looks, because it completely captures how it felt to explore in Zelda 1. It feels like you can go anywhere and theres a freedom.

I don't want that feeling in the dungeons. It's a dungeon. It should feel unpleasant. That doesn't mean they can't still look beautiful like the newer ones do. They just need to preserve that feeling that you're about to go through hardship and not "a fun little maze of puzzles." The dungeon music should ooze hardship and dread. That's something the souls game don't to that Zelda U could. I'm not saying that the dungeon themes in other Zeldas aren't memorable or atmospheric, they just elicit different emotions then I want from a dungeon. Fill the dungeons with traps. Make players treasure their hearts. I want the dungeons to look as varied and beautiful the ones in newer Zelda games, but be as bleak and uninviting as Dark Souls, and the Zelda games of old.

7. Don't tie specific dungeons to plot.

So many people are afraid that the story in Zelda will be ruined if the dungeons are explorable in any order. Why? Why do dungeons have to be where the story happens. I think that it should happen in towns and cities. Maybe the final dungeon is relevant to the plot. That's it. There's no reason dungeons should be tied to specific plot points. In order to do blank, you must find blank from 8 dungeons scattered throughout hyrule. You have to find them for yourself. You don't need cutscenes for that. There can still be important landmarks scattered throughout hyrule. Maybe that's where major plot pointhappen. The point is, Zelda can still have a strong linear narrative without check listing dungeon c as an important place to progress the plot.

The Forsaken Fortress, while technically a dungeon, is a perfect example of how this could be done. Link's little sister is kidnapped by the Helmaroc King and brought there. You know where she is the entire time she's kidnapped, but you can't rescue her yet, so you're put on a mission to become powerful enough to save her. Eventually you are, and you go back. Now armed you return to the evil lair, and reconfront the bird, who by this time has alluded you twice. The fight has been built up, and you're ready to deep fry that chicken. All that is done without relying on a typical dungeon to do it. 

8. Get rid of the green.

Why does Link need a green hat and tunic? We all know who he is. I actually don't care that much, but it's one of those pointless things in Zelda that don't need to be there for it to be enjoyable or a Zelda game. I'd be fine if that blue tunic and no hat was how Link is gonna be through out.

9. Let us play Hero mode from the get go.

Seriously. Zelda games are too easy, but I get that some people like that. Here's my thing though; Hero mode has typically been too easy as well. I say it should be tweaked a little. The biggest tweak being this: you can no longer bottle fairies. That one change alone can turn hero mode from a joke to a chalenge. If you want to get into a tough dungeon, you better have potions ready. Now obviously the AI of the enemies should be tweaked to be more difficult as well, as they are pushovers, now. They should be Zelda 1 diffucult. Again, it should take skill to beat them. Same with bosses. They should be Dark Souls hard on hero mode. Go all out for people who want a tougher experience.

10. The Master Sword, Ganon, and the triforce.

All things not needed to bake a Zelda game Zelda. This is more like the green tunic thing. I won't mind if they're there (aside from Ganondorf) but they don't have to be. I would respect Zelda U as truely not grasping onto tradition if they don't need to. Zelda is about exploring a world, not finding the gold thing.

On the topic of Ganondorf, if he absolutely must come back, I hope it's in his pig form. That doesn't get enough time to shine in 3D Zelda's and can turn a predictable final boss into a slightly less predictable one.



Around the Network

A male Zelda.



Zelda as a playable character

No having to save Zelda this time around but rather, someone new like her sister Welda or something



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

The Nintendo exclusivity. That would be bold.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

I'd rather we get more on Ganon than not have him at all. I'd like to see Ganondorf before he goes for the evil side. I get that he's a reincarnation of an evil hate filled god, but I can't imagine him coming out of the womb evil, he's not Damien. Either show us what type of events trigger Ganondorf's hatred and desire for power or show us the little demon child.



Around the Network

4. No way. That's waaay too much of a radical change.
14. The master sword and triforce stays. Ganon on the other hand can be interchanged



Mystro-Sama said:
4. No way. That's waaay too much of a radical change.
14. The master sword and triforce stays. Ganon on the other hand can be interchanged


Adding puzzles in the first place was a radical change. I don't see why puzzles have to be synoninous with Zelda when it never was intended to be in the first place.

Same with the master sword and the triforce. There have already been great Zelda games where they don't appear at all.



Text is skippable
Cutscenes are skippable
Any training sections are avoidable

Those three things are what frustrated me the most about Skyward Sword, to the point that I was only part way into my second playthrough when I gave up.



More than conventions, back to its roots. Ocarina of Time dungeons like the Forest Temple and Water Temple let you explore looking for various keys at the same time (you actually need 3 to proceed). Linear Zelda temples now give a key that you need in the door next to the treasure chest :/

Also, difficult boss battles and a lot of enemies surrounding out and inside the dungeon, something that really feels like a challenge and you actually needs potions and fairies to survive. Also, more boss battles like Ghirahim: no use of the dungeon item to defeat the boss.

I want also new kind of puzzles, Skyward Sword was like a good step in the right direction.



Proud to be the first cool Nintendo fan ever

Number ONE Zelda fan in the Universe

DKCTF didn't move consoles

Prediction: No Zelda HD for Wii U, quietly moved to the succesor

Predictions for Nintendo NX and Mobile


The only good thing about Zelda games are the puzzle dungeons lol. Which luckily is 90% of the game. I don't think Zelda is a franchise for you...

I love puzzles because it takes some intellect to solve them. Sure, a lot of them are easy, but still fun regardless. The puzzles in ALBW were very clever.

What I want to see changed:

- No more kill all the enemies in the room puzzle to unlock a door

- No more light all the torches in the room puzzle to unlock a door or key 

- No more key searching in dungeons. It makes no sense to keep a key of a door in the same place as said door.