bigtakilla said:
Never said:
None of those zeldas were huge. Scale does have an impact in how a zelda game has to be constructed, and compared to games like elder scolls i always saw zelda as quality over quanty. Adventures of link was linear in a metroidvaina way just link later zeldas. You unlocked areas as you progress. The first game could claim to be truly non linear and open, but that was a simpler and smaller game than what you expect from a modern 3d zelda.
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Well, those games (except Link Between Worlds) were created ages ago, I would hope they shoot for a bigger world. And yes, there were blocked off areas in Adventures Of Link, but you could unlock more than one area. Zelda U could very well be like that.
And bigger world vs what the original Legend Of Zelda's were is not going to impact it that much. It will feel like the old Zeldas only bigger.
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Think about games like elder scrolls . They are huge games which offer countless throw away unmemoriable npcs. Other than some of the guards and a handful of the more decorative npcs if i put my thinking cap on i could probably list almost all the passive npcs in oot, majoras mask, and windwaker. Not by name but by location, ruff description, and breif summery of their character and the kind of thing they tell you. Can they translate that into a really large scale zelda? I dont know. This game is bigger than we've ever seem before from zelda
Zelda 2 was very limited in the order you progess. Really no less linear than oot and others. also all zelda dungeons are relativly linear other than a few shortcuts. Zelda u reportadly gives you options in how you approch dungeons which is new.
Theres more to non linear gameplay than simply giving you the choice of dungeon order. All zeldas are non linear in terms of subquests. You could argue majoras mask was one of the least linear zeldas because there was just a handful of areas to unlock and a few dungeons but many subquests you could approach in your own order.