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

mii-gamer said:
The combat

While combat in Skyward Sword was engaging, I'm afraid that combat in the new game will be mostly attack with A button.

I'd like more strategy and challenge.


I don't mind button attacks, but I personally don't feel like any Zelda game has better combat mechanics than Wind Waker. TP was close, but the advanced sword techniques weren't entegrated into enemy design.

I hope they expand combat, but not like in SS. I hated it.



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RavenXtra said:
The opening tutorial. They've been getting out of control in the last few 3D Zelda games and really need to be done away with. A Link Between Worlds still had a bit of one, but for the most part it just kinda let you figure stuff out on your own.


Yeah, I'd love a Zelda game where all you have is the opening prologue, and then you start the game.



DevilRising said:
Leave multiplayer and voice acting out of it. Also, while I agree that TOO many forced puzzles are a bad thing......Zelda dungeons have had puzzles since the first game. Every single Zelda, to my memory, has had them. That is part of the Zelda experience.

Without them, the dungeons would basically be Skyrim dungeons. There needs to be something more than just looking around and killing some enemies. It doesn't have to be fucking WATER TEMPLE bullshit, no. But some puzzles? Yes please. As long as they don't tie into some stupid "move your controller around" gimmick, I mean.


The first game didn't have puzzles. Pushing a random blocks to open staircases doesn't count as a puzzle. That's all you did in Zelda 1. Zelda 2 didn't have any either.

Without puzzles, dungeons can be more labrynthine. Instead of a linear progression of puzzles, they can be about what the rest of the game is about; exploration. They'd be about avoiding traps, finding short cuts, and actually finding your way to the end. Expremely clever dungeon design can be geared towards intricate level design that way instead of on puzzles.

And I actually think the Water Temple (in OoT3D, to be clear) is one of the few instances where I liked a puzzle in a Zelda game, but I'd want those resticted to like three in one game, and I'd want it to be saparate from the main dungeons. Maybe actually call them temples and make them have some important mcguffin in them. They'd have a different feel to them. While dungeons are meant to keep you out, temples can be meant to test your worthiness.



Materia-Blade said:

Already done in ALBW, although not with zelda.


That's not exactly what I mean, since it was a plot twist there.



Materia-Blade said:

wrong. zelda has many hard puzzles that require serious thinking. don't downplay it just because you don't like it.

I agree that puzzles overstayed their welcome in previous zelda games and that it needs more action. but the puzzles aren't a problem, only their excess.


I have very rarely been challenged intellectually challenged by a Zelda puzzle.



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Better animations, Link was stiff as a door in Twilight and Skyward. I want a link with smooth moves.



maxleresistant said:
Better animations, Link was stiff as a door in Twilight and Skyward. I want a link with smooth moves.


That looks to be solved in Zelda U. Even his pacing animation is noticably improved.



Why are people finding it so hard to believe that puzzles could be taken out of Zelda games? Aonuma pretty much confirmed as much in an interview. I was just giving suggestions of what could replace them.

---

Schreier: I just have to slip in one question that a lot of people are wondering—Mr. Aonuma, you've talked a lot about changing traditions and shifting away from the series formulas. Can you give me one example of a tradition that people are familiar with in Zelda that you've changed in a big way for the new Zelda that you're working on for next year?

Aonuma: So you know we've talked a little bit today about the puzzle-solving element in Zelda, and how that's kinda taken a different shape in Hyrule Warriors. But I think people have come to just assume that puzzle-solving will exist in a Zelda game, and I kinda wanna change that, maybe turn it on its ear.

As a player progresses through any game, they're making choices. They're making hopefully logical choices to progress them in the game. And when I hear 'puzzle solving' I think of like moving blocks so that a door opens or something like that. But I feel like making those logical choices and taking information that you received previously and making decisions based on that can also be a sort of puzzle-solving. So I wanna kinda rethink or maybe reconstruct the idea of puzzle-solving within the Zelda universe.



Samus Aran said:
spemanig said:

 

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? 

Aonuma was very clear when he said the first zelda was the main inspiration.



Materia-Blade said:
Samus Aran said:
spemanig said:

 

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? 

Aonuma was very clear when he said the first zelda was the main inspiration.

And GoW has mythology as its main inspiration, but it's nothing like real mythology. I doubt this game will be anything like Zelda 1, otherwise his game will be a massive bomb that sells even worse than Skyward Sword.