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Forums - Nintendo - Disregarding all confirmed info, what is your one biggest hope for Zelda Wii U?

spemanig said:
Metroid33slayer said:

We will see if they are necessary when zelda U is released. I think it will have elements of western RPG's, it is already moving towards western rpg's with its huge open world and skyward sword had upgradable equipment, surely more WRPG elements will follow such as health bars for enemies which has already been confirmed.


What are you talking about? None of those are WRPG elements. Open World is just the natural result of stronger hardware, and even so, Wind Waker was already open world a decade ago, and that wasn't influence by WRPGs at all. Health bars for enemies and upgradable equipment are decades old elements of JRPGs. Those aren't "WRPG elements" either.

Wind waker open world? Even Aonuma said that it wasn't.



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I don't mind if all of hyrule speaks. Just so long as Link doesn't. Link starts talking and I probably won't play it.



A lot of difficult puzzles. OOT style.



i refuse to expecting more then what had been revealed so far , because i am afraid more expectation will lead to disappointment. So i just glad they bring back zelda to open world game like it was used to be.



The return of Sheik.



Monster Hunter: pissing me off since 2010.

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spemanig said:
 


When I say connected, I literally mean no loading screens. In every Zelda dungeon so far, there are multiple moments where you walk through a door, and the screen fades to black so the game can load the next room. I want to just walk into the next room, like I walk into a room in real life. So yes, exactly like Minecraft in that particular way. But I think that Dark Souls is a better example. Everything is in one world. It's not divided into little "pocket universes" everytime you enter a new room. As far as the game's code is conserned, you being in the first section of the first dungeon means that you are in the same giant world-sized "room" as the last room of the final dungeon on the other side of the map. And you could walk between those two points withought any transitions whatsoever.

I don't know if that's what he's doing, but if it is, I'd cry of joy.

Also, FYI, horses do sometime run into trees lmao. They aren't these majectic beings of perfection. People are much smarter than horses, and we run into trees all the time. You can bet your horses that horses run into trees too.

I haven't played Dark Souls (will get around to it at some point), but I think I see what you mean. I'd much rather have a seamless world, than separated levels and loading times for a game like this, I hope Nintendo has gone with that approach.

By having separate dungeons I just mean that beneath the surface of the world the underground areas are only as big as they need to be, it's not all one network throughout the entire underground map, the underground is connected through the surface, but if you go underground you can't necessarily go to every single underground location, from a gameplay point of view this would force you to go back to the surface to not keep things samey, maybe the same thing can happen with the surface, if a mountain is blocking your way then you have to go underground to get to another location on the surface as a part of your adventure.

Unless there are flying creatures you can ride on to go to higher altitudes and fly over those things that block your way.

 

LOL I think Miyamoto or Aounuma's words were more like "Horses don't very often just run into trees", I just meant make the environment as believable as possible, within the confines of the game, don't make the dungeons that way for the sake of making them that way. They can still be monumentally enormous and it can feel like it's going to take you hours to get to the end of the dungeon, especially if the surface is large enough. If you make the dungeons so huge that it's a grind to make it back to the surface that could get boring, but if you make them large, while also forcing you back to the surface at times it breaks things up a bit.

Hopefully the dungeons are varied, looking different based on different materials underground, that can fit with features on the surface as well, like things being different where mines are, like metallic rock. The prospect of you exploring and just finding new things is really exciting too me and I really hope that's what's going to happen, not that just go underground and it's all just brown, I don't think a Zelda game would end up like that though, so it's not a real concern of mine.

 

Do you have any ideas of the kinds of monsters that we could see besides the one in the trailer last E3 or the 2011 E3 demo?

I wonder if Ganondorf will be the main enemy or whether there will be a bunch of them? Seems like setting up such a world to explore would be wasted on just one main villain.

 

E3 this year really can't come soon enough! Hopefully there will be a Direct in the next few months to show something of this and Starfox, just a little snippet, teaser to give a little more info about both games and some more glimpses of gameplay, hopefully direct feed stuff too, but I guess I'd settle for offscreen if I got to see something fresh.



Tingle! That's all I really want! I'm not asking for too much, right?



                
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That it will be less childish than all Zelda games after the original N64 Majoras Mask. Nintendo players are grown up now, so Nintendo needs to target older gamers as the main audience if it wants better sales of Wii-U and 3DS.