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TheLastStarFighter said:
spemanig said:

 

-> You've been talking about how fans shouldn't have their panties in a bunch over artstyle.  I'm saying they have every right, since it's a very important part of the game.  WW was definitely like a Disney movie brought to life, and they have even stated that's what they are going for. Most Zelda's actually strived for realism.  OoT was as realistic as anything of its day, as was LoZ or AoL or ALttP.

I think you misunderstand; I have no qualms fans having and voicing an opinion, but the fact is that artstyle is completely subjective. If an artstyle doesn't match your preference, I think someone has the 100% right to complain about it, but when that complaint errs towards an entitled demand to something different, I think that comes off as a tad elitist. For everyone who wants a realistic Zelda, there are just as many like me who don't. No one's the objectively "right" in this and though debating those values is fine, listing them as objective flaws is not.

And this has to be said. It's not directed at you, but Wind Waker is not remeniscent of a Disney cartoon and Skyward Sword is not impressionistic. I think both games are beautiful, but a lot of people, especially Aonuma, toss about inaccurate words to describe them. Disney has a very destinct art style and if Wind Waker was striving for that, it failed miserably. Wind Waker has much more stylistically in common with a game like Okami than Disney.

And last, I don't agree at all. OoT was absolutely not realistic for it's day; not when games like Perfect Dark and Turok where around. It was a very cartoony game. I think people confuse a more earthy color pallet with realistic art direction, because none of those games you mentioned are even remotely realistic. ALttP came out in a era with Contra SNES, and Zelda II just had a taller Link. It wasn't made to resemble realism at all. Especially when you consider Miyamoto's dislike for the "realistic" direction that Twilight Princess took, I doubt he was even attempting realism in those titles.

-> WW and SS were both to some extent a cop out.  SS in particular was... they chose the style because they couldn't make graphics that would impressive late in the Wii lifecycle when compared to HD systems.  So they went with the watercolor/surealism and artistic flair.

I think a lot of western fans like to believe that's true, but it isn't. Skyward Swords art direction happened because Aonuma doesn't like the realistic approach to Zelda done in Twilight Princess, but didn't want to alienate NA fans, so he came up with this style as a compromise. It had nothing to do with hardware constraints. People who liked TP where fine with the way it looked and games like The Last Story prove that the Wii can handle a more realistic approach to art design. He just didn't want to.

Same with Wind Waker.  It's artstyle came from Aonuma becoming frustrated when designing the first GCN Zelda because the way the game was going felt like it was just a retread of Ocarina, which he thought was uninteresting. (he thought retreading was uninteresting, not OoT, obviously) Then one of his art designers showed him a concept that he drew for a Moblin, the ones that eventually ended up in WW, and Aonuma got excited. He asked the designer to try drawing link fighting the moblin in that same style, and that's how toon Link was born. It had nothing to do with hardware constraints. He just like the way it looked.

-> A lot of space isn't a flaw.  THe goal of Zelda has always been bringing the outdoors in.  I go hiking a lot seeking waterfalls.  On any good adventure journey there is a drive along the coast, a long walk through the woods, bridges, woodland creatures and then finally the waterfall.  Without that lead up, there would be no sense of escape, no appreciation for the vastnesss of nature.  In a dense world filled with nothing but relavent objects, you miss the sense of wonder and exploration.  Non-important things make the important things important.

I agree, but you don't need vast and empty expanses to accomplish that. From a game design perspecting, it's a waste of space. When ALttP was released, no other game world had ever been that big before, and the world felt huge to them. When the original LoZ came out, no game had ever been that big, and the world felt huge to them. There was absolutely no dead space in any of those games. ALttP was extremely dense, and yet no one missed out on the feeling of wonder and exploration with that game.

The same should be true for the Wii U Zelda title. There are plenty of areas in ALttP that have nothing but trees and a few enemies. The thing is that in those areas, they aren't needlessly large. In SS's Faron Woods, there is a lot of space that is just walking around and killing baddies. The whole of Faron Woods is unthinkably huge, and yet none of that space is wasted with emptyness.

What I'm saying is that instead of vast empty expanses with absolutely nothing going on like with Hyrule Field, the great sea, or the sky, the whole game should instead be connected with those Faron Woods route-like areas where you just explore and fight baddies. Add things to descover like optional dungeons, key houses, and other things, and there would be no need for a vast empty space to make the world artificially feel larger.

-> Z-targeting revolutionized 3D combat... in 1998.  SInce then there have been many advancements, including a second analogue stick.  Zelda could learn some things (not all things) from the BatmanAA series.

Wow lol I disagree completely lol but that's entirely subjective. I feel that the Arkham series combat doesn't hold a candle to the Zelda series lol no contest at all.

 -> Not a new concept.  It's from the original Zelda.  I want it back.

Well that much is already done in ALBW, minus the aesthetic bells and whistles.

-> I want more.  AoL was headed in the right direction with a large world, but the series went smaller ever since.  I want something more vast.

I definitely wouldn't really like more than that. I feel like the scale of the world is large enough in concept, and anything else would be making the game larger just to be larger.