|
DevilRising said: 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. Again, you shouldn't need a horse. Every 2D Zelda game has a massive world and absolutely none of them ever needed a horse. 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. 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. 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. 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. 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. 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. |
Comments in italics.







