By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Aielyn said:
Veknoid_Outcast said:
That's great to hear

What Hyrule Warriors gameplay would you like to see integrated into Zelda for WiiU?

A lot of it, actually. It could perhaps be on a smaller scale, with the "maps" turned into a kind of grand puzzle as well as a battle. Would really make some of the overworld more interesting, and dungeons could work with a variation on that.

The parts I wouldn't want (other than the obvious, such as the menu 'overworld') are the distinct "stages" (I want a feeling of the entire world being just one large land, rather than distinct pieces as with previous games including Hyrule Warriors), the focus on battle-based objectives (I'd rather see the battling be a means to an end, rather than an end in itself), and the disjoint movesets (you shouldn't be restricted to only one main weapon). Also, secondary items (like arrows, boomerang, etc) shouldn't be relegated to an awkward secondary function, for obvious reasons.

On the other hand, I really like the feel of attack combos, etc, that arises from three different main attack commands (plus a dodge command), an item-attack button, and then a magic button. It gives the fighting a more dynamic feel. I also like the somewhat over-the-top action (Zelda titles have been pretty restrained on this front). Basically, the style of fighting in HW is what I think Zelda titles should aim for, although the format should be adjusted.

That's interesting.

What if EAD incorporated something like the large-scale battles in Kameo? 

In Kameo, the battles were more window dressing than anything else, but what if Aonuma and company created huge battlegrounds that popped up at certain moments in the game that demanded direct intervention? That might satisfy the itch for more combat and strategy.