tolu619 said:
The DS Zeldas focused so much on puzzles that the combat was too easy and too limited. If they did a top down Zelda on the 3DS or WiiU, what art style would you prefer? Give an answer for 3DS and an answer for WiiU. |
On the WiiU I would like to see the same impressionist slyle used in SS, the the game would have a similar angle as ALttP, but maybe SLIGHTLY lower to help give a better impression of the environment. All of this would be in full HD of course. Link would be much more agile in WiiU Zelda than ALttP due to the analog stick. The game needs a major town that is central that would fill the needs what skyloft did in SS, a safe zone under little duress where link can go take part in fun mini games. There needs to be 2-3 more story oriented HUMAN towns/villages that link visits along the way, and a couple Zora/Goron, etc towns that may or may not play but a small role in the story. I dont need a Flying, boating, train, etc gimmick in this one, maybe a horse, or maybe not even that in 2d stress is not on covering large swaths of territories, but more so of get the "sense" that world you are in is huge. ALttP is a good example of this being pulled off. The overworld in actuallity was smallish, but it FELT huge. The key is varied environments and multiple towns like I already mentioned.
For the 3ds I would prefer to see a game that is layed out like the Wind Waker(link himself should be closer to SS in design), slighly higher camera angle, but still considered 3d. The game would be played with the analog and the touch screen would just be used to make up for a lack of buttons and for menus/maps/inventories to declutter the "game" screen. Being a hand held it needs to be more simple in mechanics for the most part. What I would like to see here story wise is HOW Hyrule was flooded, this game takes place while the world is flooding causing a constantly changing and dynamic world. The game end when Link wins and stop the flooding saving the land masses that exist in WW. The game would take about 25-30 hours to beat, but the real replay would be much higher, seeing as the world is flooding there will be points where you as link have to choose which dungeon to beat and which item to get (the other one you dont choose will be lost in the sea) obviously the choises you make will change the way you are forced to solve puzzles and defeated bosses in later dungeons (like you either get the Slingshot OR the Boomerang, or you get the Whip or Hookshot or something like that. This along with the fact the game is not massively long would go a huge incentive to beat it 2-3 times. They could also make it more "mature" because this could introduce moral dilema's to our hero Link (who do I save The Zoras and and beat the water temple and get the Boomerang or do I save the Goron village and beat the fire temple for the Bombs). Key thing here is to preserve the sense in Zelda of relaxation and pacing the flooded would be during scripted events and not on a timer a la Majora's Mask. I see the game having 9 dungeons in total, but only 7 being possible on any play through giving four different story lines that you can chooses as link.
Yes people would complain about having to beat the game twice in order to get use a bomb bag and a boomerang or whatever, or about never being able ti yse both (if created properly there would be say 2 piece of hearts that the bombs are needed to retrieve, but then there would be 2 you need the boomerang.... would it not be painful for Nintendo to dangle a PoH out there that you cannot retrieve due to you chose x choice, just to watch it get swallowed by the sea.... Of course it would not matter because you would be able to max your health without that piece of heart because of what I already explained.
End of 2009 Predictions (Set, January 1st 2009)
Wii- 72 million 3rd Year Peak, better slate of releases
360- 37 million Should trend down slightly after 3rd year peak
PS3- 29 million Sales should pick up next year, 3rd year peak and price cut







