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Forums - Nintendo - Zelda Wii U will feature more unexpected elements - Aonuma

Mr Khan said:
Soleron said:
This just means more stupid gimmicks like boats or trains or Link turning into a painting or U Pad silliness.

I don't get what the hate is for Paper Link. We have no idea how great of a part of gameplay it is, and i would suggest those prematurely hating on it forget that a lot of items from older Zelda games were quite weird at first glance as well.

"What's with this staff? It makes bricks? So?"

It's the building of the game around it. I've always believed that the fundamentals of Zelda are that people want to run around and hit things with a sword. Mr. Aonuma has done everything in his power to ignore that, with a puzzle focus, with a cinematic focus, with having up to two hours of gameplay before you're allowed freedom with a sword. 

I'm honestly fine with it being a small mechanic for some levels. Like say controlling a ball was in Mario Galaxy. Also the difference between this and a brick-staff is that the latter is another player option in all situations (i.e. would this tool work here) whereas I expect the painting to be highly modal and restrictive of options. Obvious entry points with flashing signs; much more limited options while in it; and no choice but to use it to proceed (compare something like Yoshi, which was never needed in SMW to proceed). Exactly the same thing about trains and boats by the way.

When he says we should change the formula of Zelda, he's thinking people are bored with the last gimmick and they need a new gimmick. I think that with gameplay solid enough you can make the same game over and over without people getting sick of it.



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Soleron said:
Mr Khan said:
Soleron said:
This just means more stupid gimmicks like boats or trains or Link turning into a painting or U Pad silliness.

I don't get what the hate is for Paper Link. We have no idea how great of a part of gameplay it is, and i would suggest those prematurely hating on it forget that a lot of items from older Zelda games were quite weird at first glance as well.

"What's with this staff? It makes bricks? So?"

It's the building of the game around it. I've always believed that the fundamentals of Zelda are that people want to run around and hit things with a sword. Mr. Aonuma has done everything in his power to ignore that, with a puzzle focus, with a cinematic focus, with having up to two hours of gameplay before you're allowed freedom with a sword. 

I'm honestly fine with it being a small mechanic for some levels. Like say controlling a ball was in Mario Galaxy. Also the difference between this and a brick-staff is that the latter is another player option in all situations (i.e. would this tool work here) whereas I expect the painting to be highly modal and restrictive of options. Obvious entry points with flashing signs; much more limited options while in it; and no choice but to use it to proceed (compare something like Yoshi, which was never needed in SMW to proceed). Exactly the same thing about trains and boats by the way.

When he says we should change the formula of Zelda, he's thinking people are bored with the last gimmick and they need a new gimmick. I think that with gameplay solid enough you can make the same game over and over without people getting sick of it.

You expect it to be modal, fair, but let's give it a chance. I'm more imagining something along the lines of it being a Stealth Option.



Monster Hunter: pissing me off since 2010.

Mr Khan said:
Soleron said:
Mr Khan said:
Soleron said:
This just means more stupid gimmicks like boats or trains or Link turning into a painting or U Pad silliness.

I don't get what the hate is for Paper Link. We have no idea how great of a part of gameplay it is, and i would suggest those prematurely hating on it forget that a lot of items from older Zelda games were quite weird at first glance as well.

"What's with this staff? It makes bricks? So?"

It's the building of the game around it. I've always believed that the fundamentals of Zelda are that people want to run around and hit things with a sword. Mr. Aonuma has done everything in his power to ignore that, with a puzzle focus, with a cinematic focus, with having up to two hours of gameplay before you're allowed freedom with a sword. 

I'm honestly fine with it being a small mechanic for some levels. Like say controlling a ball was in Mario Galaxy. Also the difference between this and a brick-staff is that the latter is another player option in all situations (i.e. would this tool work here) whereas I expect the painting to be highly modal and restrictive of options. Obvious entry points with flashing signs; much more limited options while in it; and no choice but to use it to proceed (compare something like Yoshi, which was never needed in SMW to proceed). Exactly the same thing about trains and boats by the way.

When he says we should change the formula of Zelda, he's thinking people are bored with the last gimmick and they need a new gimmick. I think that with gameplay solid enough you can make the same game over and over without people getting sick of it.

You expect it to be modal, fair, but let's give it a chance. I'm more imagining something along the lines of it being a Stealth Option.

Sure. If it's downplayed or different to what I expect I might even pick it up; it's otherwise the 2D Zelda I've asked for.



Add a difficulty setting right after you create a new save file. That would be an unexpected element that would be completely welcome.



burninmylight said:
Add a difficulty setting right after you create a new save file. That would be an unexpected element that would be completely welcome.


Stop collecting heart containers and bottling up fairies, ya wuss.



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burninmylight said:
Add a difficulty setting right after you create a new save file. That would be an unexpected element that would be completely welcome.


Stop collecting heart containers and bottling up fairies, ya wuss.

Edit: I feel so strongly about this, I posted it twice!



Soleron said:

Sure. If it's downplayed or different to what I expect I might even pick it up; it's otherwise the 2D Zelda I've asked for.

I'm not too worried yet: the playable dungeon didn't have any such flashing "use ability here!" indicators that I noticed. Plus, I can see the move's utility in dodging enemies, especially in tighter quarters. Although I assume there'll be some enemies that can get you even when you're a painting, or else combat risks being too easy to skip entirely.



Unexpected? How about switching from Link to Zelda at key parts in the game? That'd be interesting.



noname2200 said:
burninmylight said:
Add a difficulty setting right after you create a new save file. That would be an unexpected element that would be completely welcome.


Stop collecting heart containers and bottling up fairies, ya wuss.

Edit: I feel so strongly about this, I posted it twice!


Go home noname, you're drunk.