| iLikeEggs said: I don't care about voice acting. I just want an overworld that is fully-featured and full of content. The reason I find ALTTP the best and most definitive Zelda game is that it has a wonderful inventory, hidden items that are actually useful, a bunch of dungeons, no hand-holding, and an overworld with massive amounts of enemies and secrets. OOT's map is terrible in comparison; MM's is pretty good; WW's is unique and great but could have been much more; TP's is ok but lacking more hidden/optional areas; SS's areas are pretty well-developed but lacking that sense of freedom; ALBW is great, as are most of the pre-DS handheld Zelda games. So yeah, I want Zelda U to expand on the overworlds of ALTTP, etc. and make it actually enjoyable and rewarding to explore the overworld in a 3D Zelda game. I don't really care too much about the story because most games have terrible stories; as long as it is competent, I will be content. Also, there should be optional dungeons/areas with bosses that lead to great treasure. I would love that. |
Yeah. I seriously wish Zelda U's overworld could have been like Skyward Sword's, but on a much larger and more connected scale. That's why I always bring up Dark Souls and Bloodborne. Outside of the obvious difference in setting, art style, and tone, those games are a perfect evolution of SS's level design. Dense and connected.
I wish Zelda U's overworld was like ALttP's too. That would have been perfect for me, but I think it's clear as day that that won't happen. It can't with a world this big. There's a reason there are no mounts in Bloodborne, Dark Souls, and the ground sections of SS - the level design is far too compact.
I don't care about the story either, as long as it isn't bad like TP's and SS's. Keep the excellent presentation of those games (mostly SS,) while keeping the expressiveness of Wind Waker, and I won't care if they're as simple as the stories in OoT, MM, and WW. Miyazaki movies are reguarded as some of the greatest ever made, a sentiment I whole-heartedly agree with, and none of them are very narratively deep or complex. They just have unmatched presentation and direction. Simple and effective. That's all Zelda's story needs to be. That's why Wind Waker's was so good.
I think that ALBW is a good indicator that a lot of those wishes for hidden dungeons will be fulfilled. I actually hope there are some that are truly hidden. Like obuse, the way many where in Zelda 1. Aonuma has hinted at "multiplayer" in Zelda U, and that it doesn't necessarily need to mean that there are other Links running around your world, bringing up the bottles in Wind Waker. That is very similar to what Dark Souls does with notes. It would be awesome if Zelda had something similar, with players pointing out other wise unmarked bombable walls that lead to completely hidden dungeons.
Aonuma talking about overworld bosses in Zelda U gets me excited to. One of the best things about the Great Sea in Wind Waker was running into the Great Octos. They were always so memorable because they felt like such grand, epic, out of nowhere battles. The battle was framed in a specific way, the music was unique to those fights, and the fight required a unique set of tasks interacting with familiar mechanics in a unique way with unique stakes. Especially because you were on a time limit, and that time limit ending meant you were set back in a unique way, but winning before the time limit ended always reaped such an awesome and memorable reward. That legged Beemos in the reveal gave me flashes of that. If Zelda U can accomplish the same thing, it's just another step towards being a master piece.







