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Forums - Gaming Discussion - What conventions would you like to see changed in Zelda U?

Nogamez said:
So.basically not a zelda game is what you want? go play hyrule warriors


No, basically the original Zelda translated to 3D is what I want.



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How about a mature zelda with elf porn and excessive gore. That would be nice. They could bring back Katsuya terada to art direct it.



spemanig said:
Samus Aran said:

Zelda 1 also happens to be a very shitty game. Just because the first game did not have puzzles doesn't mean that Zelda isn't about puzzles. Because it  quite clearly is all about puzzle solving. 

That's like saying Metroid isn't about puzzle solving because the first game did not have puzzles. You can have both puzzles and exploring in one game you know. Play Metroid Prime 1, 2 & 3. 

 

Zelda 1 is better than most current zelda games. And that "shitty game" is steering the direction of the next Zelda. Metroid isn't about puzzle solving either. I've beaten the primes.

Zelda 1 has some amazingly shitty game design plans. If that game came out today with ALBW graphics it wouldn't even score 70% on metacritic. It's so flawed that it's barely playable without a guide. A good lesson on how to NOT make games. Let's stop being nostalgic about the past please. 

And this game is not steering the direction of the new Zelda. Just because there's a scene in the game that resembles some art design of the first game... That means nothing. I can guarentee you there will be puzzles. You want us to explore an empty world? Well, that will get boring quickly. 

And Metroid definitely is about puzzles, the modern Metroid games at least. Puzzles, exploration and bosses. The funny thing is that the modern Metroid games have barely been about Metroid. They were shoehorned in the Prime trilogy. I don't even see Metroids as a necessary story line for a Metroid game lol. It's never even explained how a Metroid reached planet Talon (when the comet struck, so before the Space Pirates arrived). Even worse, in Prime 3 it is implied that Metroid Prime came from planet Phaaze. How did Metroids reach Phaaze? 



Samus Aran said:
spemanig said:
Samus Aran said:

Zelda 1 also happens to be a very shitty game. Just because the first game did not have puzzles doesn't mean that Zelda isn't about puzzles. Because it  quite clearly is all about puzzle solving. 

That's like saying Metroid isn't about puzzle solving because the first game did not have puzzles. You can have both puzzles and exploring in one game you know. Play Metroid Prime 1, 2 & 3. 

Zelda 1 is better than most current zelda games. And that "shitty game" is steering the direction of the next Zelda. Metroid isn't about puzzle solving either. I've beaten the primes.

Zelda 1 has some amazingly shitty game design plans. If that game came out today with ALBW graphics it wouldn't even score 70% on metacritic. It's so flawed that it's barely playable without a guide. A good lesson on how to NOT make games. Let's stop being nostalgic about the past please. 

This. The original NES Zelda has not aged well.



McGilliguts said:
How about a mature zelda with elf porn and excessive gore. That would be nice. They could bring back Katsuya terada to art direct it.

Would definitely break many conventions...lol



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-But I like the puzzles in the dungeons.
-More enemies would be nice.
-Voice acting for most NPCs would be great.
-A little customisation.
-Make the game less easy (not harder like Hero mode but just more challenging with enemy attack patterns)
-More exploration



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What I want:

- Enemies that actually put up a fight.

- Boss fights that are actually fights, not puzzles.

- Items that are actually useful in combat, not just for solving the puzzles of the dungeon where you found them.

- Items in secret places that aren't just heart pieces or money. We used to have several sword updates, staffs, armors... and what happened to magic?



spemanig said:

Ever since the first inclings of Zelda U were revealed, Aonuma has been touting that the major theme of this game is changing the conventions of Zelda. Taking Zelda traditions, and turning them on their heads. I think many Zelda fans would agree that the franchise has been declining in quality. From which point is another argument entirely, but change is definitely welcome. I decided to make this thread so that we may all share changes that we would like to see from what is now predictable in Zelda games. I'll start with my wishes.

1. Dungeons explorable in literally any order.

I want to start with the obvious. Aonuma has already stated that this will happen, but I want to be clear - I want to be able to play every single dungeon, except maybe the last, from the start of the game. If Zelda U has 8 dungeons, I want to be able to go to any one I want from the beginning, and be punished for it if I'm not ready.

I want it to feel exactly like Zelda 1 in that way. The only thing stopping me from beating the Lvl 8 dungeon its my lack of skill, not plot. I don't want it to be like ALBW either. No "beat the first three dungeons, then the last seven." I want complete freedom from the second I start the game, not limited freedom.

2. Voice acting.

I made an entire thread with my detailed thoughts, so I'll spare the reexplanation here.

3. Online multiplayer.

When Aonuma said that they'd change the idea of players journeying alone, I knew he wasn't talking about this, but I still want it. Online multiplayer would fit perfectly in Zelda. It lends itself so well to that idea. ALBW did this cool thing with Street Pass to create Dark Link challenges. Zelda U can take it two steps further. Not only can it add a 1v1, Link vs Dark Link battle in that same ilk, but it can do a 4-5 player deathmatch, where players are in this intricate arena.

There could also be a co-op mode where four online Links explore randomely generated dungeons. So much can be done with online, and I hope Aonuma has the balls to do it.

4. Take puzzles out of dungeons.

I used to think that dungeons were the least fun part of Zelda games. I play Zelda to explore, not to play through these stupid linear puzzle fest. Zelda is not a puzzle game. It wasn't a puzzle game when it started. Why is is now is beyond me, but the most fun I had in Zelda dungeons was in Zelda 1, when dungeons where meant to test skill. To me, the stupid puzzles ruin the dungeons in Zelda games for me. They aren't even good puzzles. I wouldn't mund them being in extra side dungeons, but for the main ones, please leave the puzzles out of it.

Aonuma is actually quoted saying that he wants to change the expectation that there will be puzzles in Zelda games, so I may get my wish.

5. Take item dependancy out of dungeons.

This kind of combines both points 1 and 4, but one of the biggest reasons why I hate the dungeons in recent Zelda games is because the stupid item system they've been doing since OoT makes the whole thing predictable. As soon as you get the item of the dungeon, you have to use it on everything the whole rest of the way. You should be able to beat every single dungeon and every single enemy in the game with just your starting equipment. In Zelda U's case, Your sword, your shield, and your arrows. I'm not saying that items shouldn't be useful, but they shouldn't be imperative gameplay keys. They should be use to either increase your exploration options, give you more options during battle, or both.

The same especially rings true for bosses. Maybe they were the pinnacle of game design 15 years ago, but now they are predictable pushovers. It should take skill to beat these bosses and dungeons, not a boomerang "key." I wouldn't mind if the boss of dungeon 3 was especially weak to the fire rod. Just don't make him impervious to everything else. That can actually create this Mega Man effect, where if you do the dungeons in the "correct" order, you'll get an item that makes it easier, not imperative, to beat the boss in the next dungeon.

6. Make dungeons scary again.

This is another issue I have with newer Zelda dungeons. Zelda 1 was my first Zelda game, and there was alway this feeling of dread when I realized that I'd be entering another dungeon. It was scary. Not spooky scary. Intimidating scary. The dungeons were where most deaths occured. The enemies were relentless in some cases. The music was forboding, and I still hate listening to it because it makes me uncomfortable. When you were in a Zelda 1 dungeon, the only thing you wanted to do was get out of it. Then, when you were close to the boss room, you could hear the monsters roaring in the room over. It built atmosphere and tension. When you encountered the boss, there was no cutscene. It just started. This shit was real. You're not playing a game. You're fighting for your life. And when you finally beat that boss and got that triforce peace, you were happy. Not happy because you accomplished something great; happy because you could finally get the fuck out of there.

No dungeons in Zelda feel like that anymore. You know what does though? The Souls games. I'm not even refering to the difficulty with this. It's the atmosphere. I love the way Zelda U's overworld looks, because it completely captures how it felt to explore in Zelda 1. It feels like you can go anywhere and theres a freedom.

I don't want that feeling in the dungeons. It's a dungeon. It should feel unpleasant. That doesn't mean they can't still look beautiful like the newer ones do. They just need to preserve that feeling that you're about to go through hardship and not "a fun little maze of puzzles." The dungeon music should ooze hardship and dread. That's something the souls game don't to that Zelda U could. I'm not saying that the dungeon themes in other Zeldas aren't memorable or atmospheric, they just elicit different emotions then I want from a dungeon. Fill the dungeons with traps. Make players treasure their hearts. I want the dungeons to look as varied and beautiful the ones in newer Zelda games, but be as bleak and uninviting as Dark Souls, and the Zelda games of old.

7. Don't tie specific dungeons to plot.

So many people are afraid that the story in Zelda will be ruined if the dungeons are explorable in any order. Why? Why do dungeons have to be where the story happens. I think that it should happen in towns and cities. Maybe the final dungeon is relevant to the plot. That's it. There's no reason dungeons should be tied to specific plot points. In order to do blank, you must find blank from 8 dungeons scattered throughout hyrule. You have to find them for yourself. You don't need cutscenes for that. There can still be important landmarks scattered throughout hyrule. Maybe that's where major plot pointhappen. The point is, Zelda can still have a strong linear narrative without check listing dungeon c as an important place to progress the plot.

The Forsaken Fortress, while technically a dungeon, is a perfect example of how this could be done. Link's little sister is kidnapped by the Helmaroc King and brought there. You know where she is the entire time she's kidnapped, but you can't rescue her yet, so you're put on a mission to become powerful enough to save her. Eventually you are, and you go back. Now armed you return to the evil lair, and reconfront the bird, who by this time has alluded you twice. The fight has been built up, and you're ready to deep fry that chicken. All that is done without relying on a typical dungeon to do it. 

8. Get rid of the green.

Why does Link need a green hat and tunic? We all know who he is. I actually don't care that much, but it's one of those pointless things in Zelda that don't need to be there for it to be enjoyable or a Zelda game. I'd be fine if that blue tunic and no hat was how Link is gonna be through out.

9. Let us play Hero mode from the get go.

Seriously. Zelda games are too easy, but I get that some people like that. Here's my thing though; Hero mode has typically been too easy as well. I say it should be tweaked a little. The biggest tweak being this: you can no longer bottle fairies. That one change alone can turn hero mode from a joke to a chalenge. If you want to get into a tough dungeon, you better have potions ready. Now obviously the AI of the enemies should be tweaked to be more difficult as well, as they are pushovers, now. They should be Zelda 1 diffucult. Again, it should take skill to beat them. Same with bosses. They should be Dark Souls hard on hero mode. Go all out for people who want a tougher experience.

10. The Master Sword, Ganon, and the triforce.

All things not needed to bake a Zelda game Zelda. This is more like the green tunic thing. I won't mind if they're there (aside from Ganondorf) but they don't have to be. I would respect Zelda U as truely not grasping onto tradition if they don't need to. Zelda is about exploring a world, not finding the gold thing.

On the topic of Ganondorf, if he absolutely must come back, I hope it's in his pig form. That doesn't get enough time to shine in 3D Zelda's and can turn a predictable final boss into a slightly less predictable one.


1. I'm ok with the ALBW way.

2. No.

3. Ok.

4. What?

5. No.

6. Ok.

7. Ok.

8. No.

9. Ok.

10. No.



The only thing I'd like to see is homosexual relationships. Male Link x Male Sheik plox.



if 4 happens, i will stop being a zelda fan



sry for my bad english - it is not my 1st language