They already made my ideal Zelda, A Link to the Past.
The graphics should strive for a realistic style and push the system that the game is on until it's graphics chip melts. I'm only impressed with graphics that are good compared to the hardware, for example, DKC still makes my jaw drop becasue it seems so impossible to pull off. That's how I would want the Zelda to look like, like it's impossible to pull of on the hardware yet it's there.
Song of Storms should play an important role, and the field should once in a while be enveloped in beautfully rendered thunderstorms. During this, dangerous stuff like dragons or thunderbirds will sweep down and attack you.
1:1 Motion controls.
Every item should be fucking useful *glares at Twilight princess* When you get an item, it will help you in a way that it makes previously difficult enemies easier to fight, and areas that were difficult to get to easier to get to.
Very few areas should be completely blocked off by having to get X item to place Y, temples can be beaten in any order, just, some will bee more difficult if you have the wrong items.
Items can be found everywhere, not just temples. Exploring the world to find stuff in it should be emphasized.
Spells should be back, now with several combat oriented spells, like farores wind is now a thunder spell.
Towns that actually has fun stuff and secret useful combat items in them.
Fairies are hard to get.
Tingle is a boss, you get to kill him.
Ocarina of Storms is your instrument, it is used like ocarina of time to play melodies to warp you to places. Some melodies will have more direct functions that will make using them worthwile, like a song that sets all nearby undead on fire, or a song that makes you stronger.
Ice Arrow, Fire Arrow, and Light Arrow are back, and maybe more magic arrows, like homing storm arrows.
Did I say dragons?
Return of sword laser.
A whole city in the sky to explore, not just a temple.
Difficulty! Bosses that won't be goliaths on clay feet and that will actually rip you apart during the first encounters.
A Navi like fairy (I actually like Navi) ^_^ And the great fairy must be sexy.
I LOVE ICELAND!

Now that I think of it, I meant to add delineation between dungeons and the overworld. Might as well add that in real quick.
Would it be too short if I just said top down and not on a handheld?
| Khuutra said: Might as well outline my own idea. It comes from the perspective of playing a lot of games in the series and considering what elements I found engaging in each one. My addtion: Not every enemy should be generic (just increasing in speed and life). What I mean is, if the same "combos" (I know Zelda doesn't have them, bare with me) and/or moves allow me to kill every enemy so that my attacks are all the same, they are not interesting. The same is true for avoiding getting hit, if every enemy is identical to dodge (like tapping the dodge button at the last minute Ninja Gaiden 3D style) then they are boring. I want to have to use different tactics and methods against different enemies. (Zelda's have done this in the past, I want a lot of emphasis on it.) |
This
10. A huge variety in environments that isn't limited to temples.
I want the travelling itself to feel epic. All the places shouldn't be too close together. Some of the best fantasy stories (Hercules, Odysseus, Lord of the Rings, Wheel of Time) involve going a great distance from home. I may start in the forest with the other "elves" but I want to save the world. Going through icy places, American Great plains style, desserts, tundra, mountains. Allow me to truly see the whole world and keep it varied.
11. Variety of major "dungeon" types
Not everything needs to be a temple. I do like Zelda's focus on what D&D calls "site adventures" but I want more than temples. I know that a Zelda "temple" can have any environment, but I like the idea of exploring ruins, mines, strange supernatural environments and the like. Again, it's been done before, let's see more of it.
12. Every dungeon needs lore
Basically a subtype of 6 above. I don't want dungeons to just be finding items and defeating bosses. I want to learn the places history. Who built it and why? Why are the monsters there? Are the monsters here opportunists or are they working for the "big bad". Metroid Prime 3 did this amazingly well, with every place feeling like it had purpose. Each dungeon should almost be like an episode of an adventure serial, having it's own story as well as being part of the overall narrative.
| TukTuk said: Would it be too short if I just said top down and not on a handheld? |
Well, naaaahhhhh. You just need to clarify if you want it in the style of LoZ, LttP, Link's Awakening, or the Capcom games.
@Vectorferret:
I actually like the mystery of not knowing things about places just as much as I enjoy lore. Like Yeto's Manse and the Forest Temple from OoT? Not knowing the history of those places is part of what made them so fascinating.
Khuutra said:
Well, naaaahhhhh. You just need to clarify if you want it in the style of LoZ, LttP, Link's Awakening, or the Capcom games. @Vectorferret: I actually like the mystery of not knowing things about places just as much as I enjoy lore. Like Yeto's Manse and the Forest Temple from OoT? Not knowing the history of those places is part of what made them so fascinating. |
in that case traditional 2D top down sprite graphics on the Wii that looks like LttP and plays like Legend of Zelda.
Delightful. I guess at this point it wouldn't take a metric ton of resources, either - or, rather, it wouldn't take a ton of space.
Would you buy it as a WiiWare game if it was ~10 hours (comparable to LoZ)?
I've never bought a WiiWare game, I don't really pay alot of attention to it...
@Khuutra
Yeah, I just loved how Twilight Princess portrayed Ganondorf. He was just menacing, sitting on Zelda's throne. And the way he destroys Midna's mask with one hand, before chasing you on horseback accompanied by multiple phantom horseriders.
*shivers*
It's a shame that the final battle was easy as pie though, but it had an incredible atmosphere to it, so I'm willing to forgive.
That's the one thing I'm excited for for Skyward Sword's combat, hopefully there won't be any "press A to win" mechanic. 