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Forums - Nintendo - If you hated Wind Waker, you'll really hate Zelda U.

I loved Wind Waker, so this is good news for me.



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spemanig said:
Nem said:

Obviously in a bigger scale.


SS is a bigger scale, and a more accurate representation of the density and exploration presented in that line of games.


I will take your word for it because i havent played SS.



spemanig said:

I don't think it will be more about nature interation as much as a deliberate addition of it. As in, on top of former exploration features, there will be more to do with wild life. I wonder how they will handle when players eventually get the idea to shoot at the wild life, though. I can't imagine Zelda with a hunting mechanic at all. Wouldn't that bump it to an M rating right there?

I can see you being able to feed the wild horses and pet them and little things like that, but I think they will give an immunity to wild life, similar to the cats in Bayonetta or the children in TP. Or you can hurt them, but then a bunch will come and attack you like cucco's and pigs. 

I think villages are a given. We definitely will see human races, but I think that we will also see other races as well. I hope that they are completely new races, though. It's interesting to think of, but I think that Link won't see his green tunic at all this game. I think that the clothes he is in will actually be what he will have through out the game. It's not really imperitive that he be in green or where a hat, so I'm actually fine with the idea of those being his clothes. It feels fresh. I'll get over him being right handed also, though it's really the sheild being on the left side that bothers me. (Holding the right trigger to block with your left arm feels backwards to me)

the reason im saying its about nature is..to me the world looks young and fresh as if it was created a minute ago. what if thats part of the exploration/quest (not main quest) to help the new world to grow and flourish somehow..i think im right about this no more rupees as reward but instead you feel like a creator literally a part of the massive world always something to do it would be a lot more interesting and rewarding.

green tunic yeah maybe we'll get it when we finish the game as a bonus or it will be optional..



Tsubasa Ozora

Keiner kann ihn bremsen, keiner macht ihm was vor. Immer der richtige Schuss, immer zur richtigen Zeit. Superfussball, Fairer Fussball. Er ist unser Torschützenkönig und Held.

DevilRising said:
@OP

I'm sorry, but those comparisions are an incredible stretch.

The reasons I didn't care for Wind Waker, personally, were:

I just didn't care for the art style. Never have, never will.

The overall game story just wasn't as compelling or interesting (to me) as most other Zelda games.

And lastly, yes, the sailing did get boring as fuck.


Even knowing VERY little about Zelda U, it looks to have NONE of that. I love huge worlds, and I love exploring. WW did not have a huge world, nor did it have all that much worthwhile exploring. It had a LOT of water, and it had a LOT of sailing, and it featured a sprinkle of islands that, for the most part, weren't that interesting to explore.

This world, by contrast, looks lush and awesome. I would be all for a part (or parts) of Zelda U's world, that feature some boat action, like a nice coastal region, perhaps a big lake, etc. I'm totally down with SOME boat action and water, for sure. Just not that making up most of the damn game. The Zelda U world, even what tiny bit we've seen of it, which is NOT going to be what the whole game world looks like, looks amazing. They showed us ONE area of the game, that is mostly grassland with some small forests. There are no doubt going to be other, very different parts of this Hyrule, that feature vastle different terrain, such as mountains, snow/ice, dessert, coastal regions (hopefully), a volcanic "Mt. Doom" type area, a much more dense/bigger forest area, etc.

Who knows. But the entire game certainly isn't just going to be a "grass ocean". And this won't be anything at all like Wind Waker, which, in spite of appearances, was honestly one of the more linear Zeldas. This game promises to possibly be the LEAST linear since the original. And that's a-ok by me.

So in short, I really didn't like WW. But barring any incredibly silly, tacked on gimmick BS, I'm sure I will at least like, if not love this game.


Everything you brought up is merely aesthetic. Whatever isn't a "grass ocean" can then be replaced by "desert ocean" and "coastal ocean" and "snow/ice ocean." It doesn't signifigantly change how you interact with the world and, unless you consider the simple act of looking at different things "exploring" and fun, it offers absolutely nothing when it comes to exploration in and of itself.

That's exactly like Wind Waker. Same girl; more dresses. Wind Waker had varied terrain. They were on islands. Nothing that was on an island in Wind Waker would have been a place you'd travel far on Epona with. Any interesting place that actually changes up the gameplay enough to require you to get off your horse would have been on an island or raft or submarine or watch tower in Wind Waker.

Wind Waker was huge, had dozens of islands to explore, and was the least linear 3D Zelda by a mile. Zelda U is definitely bigger. It'll probably become the new least linear 3D Zelda, and it will probably have even more "islands" to explore, but that's following the DNA Wind Waker set for this type of 3D Zelda. It's Wind Waker on land. Obviously that's greatly oversimplifying it, but to act like Wind Waker isn't the most influencial 3D Zelda when it comes to the core design behind this game given the very clear evidence feels at least a little disingenuous to me.



curl-6 said:

Its not necessarily just aesthetic though; variation in terrain height can hide secrets, or allow you to get a vantage point to see your objective. Different habitats can play host to different creatures, items, etc.


But there were different habitats in Wind Waker... On the islands. There were secrets hidden by varying terrain hights... On the islands. There were varying creature, items, etc... On the islands. You see where I'm getting at? All the times that you needed those advantages had you on an island in Wind Waker. Obviously the scale is bigger in Zelda U, but you don't need a horse for that stuff just like you didn't need the boat for it in Wind Waker. The aesthetic behind the mechanic is different, but the way you go about it is the same. In Wind Waker, those places are made to look like islands and such, where as in Zelda U, they are made to look like cliffs and such. It's the same philosophy behind both. If you were looking at a debug screen with just simple polygons and no textures, they'd play pretty much the same. Wind Waker doesn't let you ride your boat up the cliff. That's the difference.



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Nem said:

I will take your word for it because i havent played SS.


Watch a gameplay video of one of the ground sections. It'll give you flash backs, seriously. 



at 2:48 you can hear the battle music

https://www.youtube.com/watch?v=HF9xDrQ9gKQ



Tsubasa Ozora

Keiner kann ihn bremsen, keiner macht ihm was vor. Immer der richtige Schuss, immer zur richtigen Zeit. Superfussball, Fairer Fussball. Er ist unser Torschützenkönig und Held.

spemanig said:

curl-6 said:

Its not necessarily just aesthetic though; variation in terrain height can hide secrets, or allow you to get a vantage point to see your objective. Different habitats can play host to different creatures, items, etc.


But there were different habitats in Wind Waker... On the islands. There were secrets hidden by varying terrain hights... On the islands. There were varying creature, items, etc... On the islands. You see where I'm getting at? All the times that you needed those advantages had you on an island in Wind Waker. Obviously the scale is bigger in Zelda U, but you don't need a horse for that stuff just like you didn't need the boat for it in Wind Waker. The aesthetic behind the mechanic is different, but the way you go about it is the same. In Wind Waker, those places are made to look like islands and such, where as in Zelda U, they are made to look like cliffs and such. It's the same philosophy behind both. If you were looking at a debug screen with just simple polygons and no textures, they'd play pretty much the same. Wind Waker doesn't let you ride your boat up the cliff. That's the difference.

If Wind Waker had about 5 times as many islands I'd agree, but they were much too few and far between.



curl-6 said:

If Wind Waker had about 5 times as many islands I'd agree, but they were much too few and far between.


I don't think even Zelda U will have that kind of content density. There was a new island like every two minutes of sailing time. I'm sure Zelda U will have more than 5 times as many "islands," but it also has more than five times a much "ocean." If they were any closer together, there'd be no reason to have a boat or Epona to get you to those places faster.



spemanig said:
curl-6 said:

If Wind Waker had about 5 times as many islands I'd agree, but they were much too few and far between.

I don't think even Zelda U will have that kind of content density. There was a new island like every two minutes of sailing time. I'm sure Zelda U will have more than 5 times as many "islands," but it also has more than five times a much "ocean." If they were any closer together, there'd be no reason to have a boat or Epona to get you to those places faster.

The footage didn't seem to show a lot of areas where the same terrain continued uninterrupted for a massive distance; forest, water, and elevated areas broke up the grasslands.