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Skidonti said:

Less fucking bloom. Never pull a WWHD again, Nintendo. never.

An absolutely fantastic soundtrack.
And this is where I have some questions regarding voice acting. In 3D Zelda games, the music has often sort of served as the emotion of the moment for me and the primary focus during a story centered dialogue segment in lieu of voices. I like characters being characterized by quick vocal bits and reactions like they have been and keeping the music up during their "dialogue". (As long as the vocal bits aren't as annoying as some of the ones in Skyward Sword. The squeals of people like that lady who lets you clean her house and the far too loud response noise from Fi were awful.)

I think I might miss that if they opt for voice acting, because of course then the voice needs to be heard above all else in the scene to fulfill its purpose.

I think voice acting is a distinct design choice we don't necessarily need to be modern, but I'd totally be down for it, I'd juts have to be convinced by hearing it first.


What is a game that has a densely packed 3D world like you desire, spemanig? I can't think of one right now. Do you just want the whole world to be like SS's land segments? Could be good. But part of me has really enjoyed the wide open spaces of 3D Zelda in a way different from how I enjoy 2D Zelda.


I definitely understand that. I think I've grown fond of their grunts and such over the years. 

Pretty much the land segments, yeah. The thing is, the reason I didn't enjoy the SS land segments actually shows up in the way you described them. They were segmented; devided amongst each other. It didn't feel like an open world as much as several large rooms. If these areas were seamlessly connected to each other, and less linear, it would feel a lot better. Like I should, in theory, be able to walk from Lanayru to Eldin without a hitch. I wan't to be able to see one side of the map in the horizon of the other, and walk there with out the game needing to load anything. No loading and no fade to black, just a giant universal world. That's why when Aonuma says things like "I want to replecate that feeling of skyrim," I get both nervous and excited. Excited because it hints at that seamless expanse that I want, but nervous because Skyrim lacks the content density I want.

kekrot said:
spemanig said:
kekrot said:
spemanig said:
VanceIX said:


Agree. Playing ALBW felt really refreshing even with (almost) the same overworld as ALttP. So good I've played through it four times already. It felt good to just run around and find a new secret around every corner. But, when I play a home console Zelda game, I don't really mind if there's some padding, like hunting those skeletons at night as a wolf in Hyrule Field. That's because I enjoy just taking in the environments in the 3D Zeldas. If I play a 2D Zelda, I expect a faster pace, just like the original NES Zelda. That's what ALBW gave me.

I'm not saying that I like the 3D Zeldas to be dragged out like the fetch quests in SS, but I feel that in a fully 3D world, you can't just directly translate the gameplay from the 2D Zeldas. That makes most of the 3D unneccessary, and then it would be just as good as a 3DS ALBW style game. Imagine the dungeons in ALBW with home console controls and camera. They would feel cramped and small. So if you're making a full 3D game, it's bound to be longer and bigger, for better or worse. 

For me, the issue arises when the padding is forced on the player. I understand altering the pace of the game, but that's something that can be done in even the 2D games. I don't remember any I've played where I didn't just muck aboutand tinker, but that was my choice. The game didn't force me to stop the game's pacing so it could load the next area, and that's what bothers me about the 3D games. Even in instances where I enjoyed it, like with WW, I could totally see why people loathed it.

I'd argue that you absolutely can translate the gameplay from the 2D Zelda's. SS does it closer than any 3D Zelda has. None of SS's land segments feel "unessesary," yet they all follow the phylosophy of the 2D games. The problem is that these areas are extremely segmented. The areas them selves can be huge, Eldin Volcano is an example, but it comes at the sacrifice of not being connected, thus feeling linear. The levels them self aren't linear, but the way they connect with each other is. You have to play the game in a set order, and this together with how segmented the world is makes the world feel much farther than it is. This is a direct result of the sky hub. Basically, it's all of the area's like in ALttP before the dungeons, but without all of the puzzleless routes that connect these all together. If SS had a bunch connecting routes that brought all of these areas together in a cohesive way, SS would have been an infinitely more enjoyable experience.

The thing that keeps the 3D version of the 2D game design special is that the sense of scale. No one feels like Lanayru desert is cramped or feels like 2D level design, even though it follows the same design phylosophy as just about every 2D Zelda game. My problem isn't that the games are bigger, it's that a lot of the area's are useless space. Hyrule Field is useless space. Termina field is useless space. The great sea, while by far the best plot device for that, is a lot of empty space. The sky is literally all empty space. These thinks bring the pacing to a screaching halt, and these are the areas in 2D Zelda's where the most memorable exploration usually happens.

In OoT, Hyrule Field made sense. An area that huge that connected the related worlds just hadn't been done before. That sense of scale was huge and added to the games atmosphere. We don't need that anymore, though. The areas in modern Zelda games all completely dwarf Hyrule Field. I keep going back to Eldin, but it's true. Eldin in SS is much larger than Hyrule Field was, and you're never without something to do there, as opposed to Hyrule Field where you are always without much to do. In 2D Zelda's, the overworld is one world. In 3D Zelda's, the overworld is an almost empty hub.

In ALBW, when you take out all of the areas that are meant to directly lead up to dungeons (basically that game's versions of Eldin, Lanayru, and Faron) you still have a ton of things to do and explore. You had numerous completely optional dungeons, Treaturous Tower, the Maiamai Cave and it's quest, Hyrule Castle, Your house, Kakiriko Village, a cemetary, the Lost Woods, the witches house, the fortune teller's house, various secret caves, an intricate system of interconnected rivers that all lead to Lake Hylia, the sanctuary, the Cuccoo Ranch, the Rupee Rush place, the oasis, and all of Lorule. And you can walk directly to all of these places seamlessly without a giant boring open field to separate them. I'm probably forgetting stuff to, but my point is, that's everything we miss out on my having a hub area like Hyrule Feild instead of interconnected routes that promote exploration an make the world as a whole feel larger.

Never said:

1. "Bring back young Link!" I have no issue with young link or teenage link.

2. "Scrap the motion controls" I agree... Though it might be nice to keep the option of motion control.

That would be tough to do, since the two styles are incompatable. You can't cut in precise angles with standard controls, which means that some enemies would either be impossible to kill, or too easy, depending on how they decide to deal with that.

3. "Get rid of the fucking horse" Largly agree... depends on the kind or overworld they opt for.

It's not the horse that's the problem, it's the reason it is nessesary.

4. "Give us a Hyrule that's as dense as SS, as open and seamless as Wind Waker, and as connected as ALttP" Partly agree. It shouldn't be boring... but it shouldn't feel claustrophobic.

I never felt like any of those games were clostrophobic. Maybe SS if anything, but being more interconnected and seemless like I'm suggesting would completely solve that.

5. "Let me fight dragons!" I don't want lots of generic dragons littering hyrule. but large baddies in outdoor environments is popular now with the likes of monster hunter and many other games. I'd approve of large creatively designed baddies.

Like I said, I only want them to be like the Darknuts from Wind Waker or the giant Moblins from Skyward Sword. Nothing major.

6. "Shoot for 60fps" There are many games where I'd say aim for 60 as much as possible but 30 is fine for a console Zelda. As long as there's no slowdown it'll be fine considering the pace of the game.

7. "Keep the musical hits during combat" Yep

8. "Keep Ryo Nagamatsu as the composer" He's good but the best Zelda soundtrack was Spirit Tracks which I don't think he was involve on. As long as the musics great I don't mind who composed it. 

9. "Commit to a unique artstyle" It's to be expected with a Zelda game, now. If Zelda U reused an old art style I think we'd all be disappointed.

You'd be suprised how many people can't handle change, lol.

10. "Don't forget improvements from previous titles" Yes.

11. "No tedious pace-breaker" I disagree that zelda's should be explore-dungeon-boss-explore-dungeon-boss. This might be why I'm not totally on side when it comes to your idea's for hyrule. The big problem with SS is it felt you was always in a dungeon. Even when you was making your way to a dungeon it felt like you were doing a dungeon. I like a balance of sub-quests, villages, dungeons and exploration and discovery.

That's an issue of lacking exploration though. SS was dungeon leadup-dungeon-boss-dungeon leadup-dungeon-boss. There was no exploration in between those areas, so they weren't as fun. SS had horrible pacing and a giant empty hub world like what has been in every 3D Zelda game isn't the answer. But every Zelda game has the puzzle like dungeon lead up. SS's where just larger in scale and had no interconnecting routes to break them up like the 2D games have.

12. "Stop focusing on the plot and make the game good first" Whilst a story should be done right, and not drag, I do think it's important to have a strong story. Telling a story through the various npc's you can optionally talk to and things you can optional do it a great way of story telling in a game as it requires you to uncover the story yourself rather than have the story delivered to you. ALBW's was great but I'd be disapointed if Zelda U didn't have a more developed plot.

I'm not saying that I don't want a good story, but there are things like the wolf form in TP which was a plot point before it was a game mechanic, and that made those sections shallow and unbarable to many. Make the game fun first, and then craft a story around that. People will forgive a simple story if the game is amazing. They will not be as forgiving if the oposite happens.

13. "Leave Ganon(dorf) out of it... completely" I like the none ganon villains you mention (and I'd add Chancellor Cole) but i don't have strong feelings here. If ganon is relevant to the plot have him there. Maybe develop him a little better. He was a good villain in WW.

14. "Voice Acting" Agreed

15. "Bring the magic rods and Roc's Cape to Zelda U" I liked the WW's leaf for gliding. That was great item.

You'd fall in love with Roc's Cape then lol. It's like the leaf, only you can jump first and glide farther.

16. "Scrap item-themed dungeons" The item dungeon rule makes ensuring you have the right tool for the job easier. It also helps give the dungeons an identity.

Dungeons don't need an item to have an identity. If the level design is good enough, that shouldn't be a problem. The water temple in SS isn't memorable because of the whip. The mansion in TP isn't memorable because of the ball and chain... Well actually, that's a bad example. It totally is.

17. "Keep upgradable items and make them good upgrages" With both SS and ALBW having item upgrades I think it's going to be something we see in most future zeldas.

18. "A central town as deep as the ones in SS and MM." Yes.

19. "Sailing and flying, with a purpose." Yes.

20. "No stamina bar for running" Agree. SS would lose nothing if you ould run idefinatly. The stamina bar is great for items though.

Yeah it is. ALBW did that so right.

21. "Stop it with the time travel" Go back in time and erase that from your post. Time travel and alternate dimensions have always been a part of zelda and have been done in a range of very different ways.

No it hasn't. It's literally a result of 3D Zelda games trying to be OoT. That isn't a "Zelda" staple. Two worlds is.

22. "Don't ruin the start of the game with exposition" The speed in which the game started was one of the most refreshing things about albw. Especially after SS which is the series main culprit. I have hopes nintendo are well aware of this issue now.

TP was a culprit to. If it started out like ALBW, of quicker if that's even possible, I'd be estatic.

23. "No gimmicky gamepad controls" I wouldn't object to the mini-games featuring the gamepad in almost nintendo land esk ways. but WWHD did use the gamepad well.

Neither would I. Keep them on the level of WWHD, ALBW, and OoT3D. Nothing more.

24. "Give Zelda a more vital roll in the games than just being saved" Drop her altogether. I liked her in WW but she's not a key character. Just put skull kid in an (Evil) dress and save him.

...It's called The Legend of Zelda. She's a more important character than link. The only reason MM got away with it was because it was a direct sequel to a game with her in it.

25. "Surprise me" BOO!

Comments in BOLD.

F0X said:

Wishlists tend to be an exercise in disappointment, but I do remember being fairly accurate with my Skyward Sword wishlist... hmm.

Eh, why not?

1. Surrealism. I don't care about which specific art style Nintendo goes for. I just want a dream-like, fantastical atmosphere, which can be achieved outside of art style to begin with (though that wouldn't be ideal).

I'd be down for that.

2. An expansion of ideas introduced in Skyward Sword and A Link Between Worlds. Intelligent puzzle and enemy encouter design a la Skyward Sword, along with the stamina meter and upgrade system. At least some nonlinear progression would be nice, and incorporating exploration more directly into puzzle-solving would be beyond wonderful (a big reason why I love ALBW).

I think it needs to be more than just some. Aonuma really needs to take the whole "tackle any dungeon in any order" thing seriously. And like I said, it's all about having dense and seamlessly connected routes to and from every major area. Once that is taken care of, everything else should fall into place.

3. Remember the Triforce: action, exploration, puzzle. If Nintendo neglects one of these elements, I might actually dislike the game. Like how I dislike Zelda II and Spirit Tracks.

Definitely.

4. Surprise me by putting the Wii U hardware to good use for once. :/

There are a lot of ways to do that, though. I hope they put more effort in to things like lighting and particles than realistic textures. It should be the Mario Kart 8 of Zelda's. It's propelled by it's artstyle so much that people say it looks next gen.

Comments in BOLD.

burninmylight said:
spemanig said:
Jizz_Beard_thePirate said:


No one thought about having a vehicle of transportation in ALttP because such a thing hadn't been introduced yet. Not to mention, it wouldn't be nearly as necessary in that game's top-down, 2-D world that isn't really that big. I get your idea, but let's compare apples to apples, shall we?

No one thought about it because it wasn't nessesary. It has nothing to do with being a top down 2D world. If ALttP had a giant, barren field in the midde of the world, people would notice and they would absolutely ask for a way to travel it faster. And the world in ALttP is monumentally huge for the type of game it is, especially for it's time, and especially when compared to any of the 3D Zelda's. If the ALttP was blown up to the scale of a 3D Zelda, it would be Wind Waker's size, but with the endless ocean, and with an entire darkworld.

But apples to apples. Okay. SS's land segments are literally 2D Zelda game design almost flawlessly translated into a 3D Zelda game. No one played the land segments of Skyward Sword and thought "gee wiz, I really wish I had a horse right about now."

Jumpin said:
No irritating portions like collecting the triforce pieces, or sneaking around.
Make it very adventurous and large.
No huge sparse locations. Make stuff to do all over the place.
Make interesting towns with interesting people who have parts in the story.
Make a game that is better than X, because Skyward Sword fell very short of Xenoblade, and it should have been a lot better than it was.

Pretty much this. Actually, all of this.