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Wait, did I say artstyle isn't important? Because it totally is. I don't feel like any of the games were a Disney style cartoon. I don't feel that any zelda game has ever strove for realism aside from TP, so I'm not really sure how stylized graphics could break realism in a series like this. To each his own, I guess.
-> 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 want: -Mature Link and style.
Eh...
-Artstyle can be a variety of things (the references to Journey are fine), but it should be cool and magical and feel like an escape. A good mix of creepy and beautiful. Wii U is powerful, so it shouldn't use a cop-out like cell-shading or watercolor to make it pretty.
The artstyles have never been a cop out. And by your standards, something resembling Journey would be a huge copout. That whole game uses textures as simple as the Wind Waker and polygons as low as Skyward Sword. It's all stylistic substance that makes that game look good. It's definitely not pushing the hardware. Creepy and beautiful would be a cool combination if the artstule was unique enough. I'd be down.
-> 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.
-World: open is good. Detail is also good. But I don't mind some wide open expanses that are filler. That makes the places that have stuff to do feel more significant, and gives you a feeling of scope. A couple of modes of transportation would be cool. Perhaps a mix of horse, a section of the game off the coast in boat as mentioned, and maybe a cool version of the bird at the end. There should also be multiple towns to visit.
I always imagine it being like if ALttP's Hyrule were to be remade into a 3D game. All the areas are dense, but the whole world is connected and seemless. As much as people like to shit on Skyward Sword, especially me, it has the best and most "Zelda" overworld design of any 3D Zelda when it comes to it's land sections. It's unfortunate that the three major areas were recycled and so segmented from each other. If all the recycled areas were completely new area's instead, and if it were all cohesively connected through routes that were just as dense as the main areas, like in the 2D games, SS could be a shoe in for the best Zelda so far. So much potencial lost.
But yeah, personally, if the game really needs a giant empty expanse to give it the feeling of scope, that's a flaw of how the game is designed. I wouldn't mind Epona returning. Like I said, I like her as a character. But I'd want her to stay in the stable. Maybe there's a giant completely optional horse ranch field where you can ride around on her and complete minigames. As long as it's optional and doesn't tamper with the core level design, because any vast empty space where nothing going on is wasted space and bad game design if it isn't serving a good enough reason for it, and I don't personally feel like forcing the player to break pace to artificially convey scale is a good enough reason. It feels more like being lazy.
-> 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.
-No hand holding. At all.
Agree.
-Story. Something epic and unique would be good.
As long as it doesn't ruin the start of the game with exposition, I'm down.
-Voice Acting. Yes please.
Agree with your agreeing.
-Controls: Traditional please, no motion. Except maybe using the Gamepad to control flight like a steering wheel... that could be cool.
Only if that's optional, lol.
-Action. I want more. Less Z-Targeting, more spontaneous, multi-enemy battles.
Less Z-targeting? You know that revolutionized 3D combat, right? Aside from it's scale, Z-targeting is the biggest mechanical reason why OoT is such an influencial game.
-> 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.
-Less item-specific dungeons. The puzzles are too easy to figure out when you know what tool to use.
Agree.
-Upgrades to Link's armor. I want Blue link in chain mail, maybe Red Link in plate.
I... I'd have to see. That could be cool if done right.
-> Not a new concept. It's from the original Zelda. I want it back. Mostly I want a fantastical journey. Perhaps a chapter where you ride on the back of a giant creature so big it has a village on it to a far-off land. Ruined civilizations. A series of unique towns with unique problems to solve. And a fresh feel to the gameplay. Since the move from 2D to 3D we've been a bit stuck with the z-targeting routine and character development. I'd like a fresh approach to combat and item collection.
Too many towns would bother me, but I feel like OoT had the perfect max of communities. If this game had that many, I'd be down. I'd be fine with less, though. I'd like the core battle mechanics like Z-targeting to remain untouched though lol. It's what made me fall in love with the series.
-> 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.
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