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Soriku said:
sc94597 said:
Soriku said:
sc94597 said:
Soriku said:
sc94597 said:
Soriku said:
SHMUPGurus said:
Soriku said:

Different structure can only mean good things when it comes to Zelda IMO. The series needs to change more. Can't wait.

Lucky what Miyamoto said a long time ago was fake, eh?


Hey, it was :P Guess he just changed his mind now.

Also, screw old school. I want something NEW.

Did you even play the old Zelda's? If not, to you they ARE new. The first Zelda didn't have any expansion on it's gameplay, as of yet in the series, so I would love for that to happen.


I played one of the older ones...not the whole way through though. Anyway, what I mean by new is something other than just simple travel > dungeon 1 > travel > dungeon 2, etc. I want the game to have more story (like MM), more non linearity, and of course a better battle system which should happen with M+.

Not all Zelda games follow that format though. I guess you can use that argument for 3D Zelda's.


I'm just saying I don't necessarily think the old Zeldas have the best design for a modern day game. Still, it's not going to be like the old ones, and doesn't seem like it'll be too similar to the 3D ones so it doesn't matter.

@Serious

Miyamoto said they'd use the graphic art style from TP...but now with upgraded graphics of course. So you don't have to worry about that.

Alright before we mention anything, we need to pin down a game. The 2d Zelda's differ a lot. How about let's go with the first game. In the first game, you do not go travel-Dungeon-Travel-Dungeon. In the first game, you are semi-forced to buy items, find items, heart containers, and to explore. Then you must "FIND" your dungeon by asking people for hints or just walking around. There was very little story to it, being a Nes game and all, though I think that could change. In the first game, the world isn't sectioned, you can traverse it as easily as you want, but it does give you a motive not to for some areas. I do not see in the least bit, how that format couldn't be replicated in a modern game. 


That's kinda the problem though. You fight, fight fight, ask people where to fight, fight, fight...I want to do several things in between and not just worry about dungeon crawling the whole time.

That's what 3D Zeldas do, but Wii Zelda is supposed to change the structure...in a good way probably.

Are you sure you are playing the same games as me? With the exception of Zelda II, there isn't much combat necessary at all. Also, as I said, the focus was more on exploring and finding new items to use, in the dungeons, rather than getting through the dungeon. There has to be a base to the game though, and that is the dungeon aspects. Actually, in the first Zelda, it really wasn't individual dungeon types that much. It was more of an Overworld and a underworld. Both of which you need to explore and progress equally in order to get through the game. The dungeons were pretty seamless with the overworld as well.  The side quest aspect of the first game was to find new items and powerups, of which weren't handed to you in a linear fasion like in the later games. I would much rather see this formula expanded on, rather than a totally new one. Of course like you, I would like a good amount of side quests, likeable NPCs, likeable areas to explore(as well as more variety), and the story telling being less linear or cutscene based. The combat I could care less for, because it isn't the focus, but if they were to expand on the combat I would like for them to take a FFCC:TCB view on it. Allow for a higher level of manipulation between your environment, enemies, your weapons, and other aspects. I want the world to be likeable, and to give you a reason to explore it. Something that isn't present in OoT or TP, and to a lesser extent it was present in MM and WW.