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Forums - Nintendo - Zelda Wii should use a simpler control scheme and a different design

I liked the fake futuristic Zelda game.



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Personally I like being able to upgrade items. Much like with the arrows or the hookshot to double hookshot. So less items but have them get better later in the game. This might be too RPG like for some people but hey I prefer that genre to adventure games so I am biased.



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Do be thankful that they have enough respect for you to delay the game and maintain its intended level of quality.

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I'd just like to add that taking the B button and making it work a musical instrument and having the dpad access items directly is just... out of the question. It may be a more simple setup, but it's not a comfortable one, cause you have to bring your thumb way up to be able to use the hookshot, or bombs, or whatever. it's one thing to use the dpad to switch in the items that you want to use, but for the actual use of the item needs to be either A or B.



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Grey Acumen said:
I'd just like to add that taking the B button and making it work a musical instrument and having the dpad access items directly is just... out of the question. It may be a more simple setup, but it's not a comfortable one, cause you have to bring your thumb way up to be able to use the hookshot, or bombs, or whatever. it's one thing to use the dpad to switch in the items that you want to use, but for the actual use of the item needs to be either A or B.

It's fine. I found TP's system of setting items to D-Pad and then to B rather clunky, I would have much rather just been able to use the items from the D-Pad.



Top 3 favorite games: Super Mario Galaxy, The Sims 2 (PC), The Legend of Zelda: The Wind Waker

Yeah, using items from the D-pad sounds horrible.

I'll vote for having numerous items that you actually use afterwards. Which wasn't really a problem in TP, exactly - the Dominion Rod is the only one I can think of that seemed really limited.



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dsoverpsp said:
kinda Off-Topic
but is it really going to be called "Zelda Wii"?

 I certainly hope not, but then again, none of us thought the final name of Mario Kart Wii would be that.

 



There was nothing wrong with the amount of items. The problem was the way in which they were used. Look at the Ocarina of Time and Major's Mask for example. Both had a plethora of items that were used various times in each dungeon. Twilight Princess's items all had rather specific uses, and it seemed more like "find item, use item, disregard item", which made the game less interesting than past Zeldas.

As for what I'm looking for in the next Zelda, I'm hoping that they make the world more seamless. They were getting there with TP, but things for the most were still partitioned into obvious parts. In past Zeldas, you KNEW when you entered a dungeon. You KNEW when you got to the boss. With TP, this changed somewhat with the early areas surrounding Faron Woods, but the rest of the game still had a rather obvious layout.

In the next Zelda, I'm hoping that it's not so obvious that you're in a dungeon. I'm also hoping that the layout of the dungeons won't follow obvious formulas.

One idea that I had I actually stole from Shadow of the Colossus somewhat. Let's say you're wandering through a dungeon, and when you get to the "end" (you find the boss key, w/e), the dungeon would suddenly wake up! ...and it would turn out that you were actually ON the boss. You'd then have to figure out how to defeat him.



i think they should focus on making the items used more in othere dungeons and on the world map. Also i think the next zelda shouldn't use such generic environments they should make it more fantasy instead of snow, dessert, forest, water, and stuff like that



Zelda has simply become too predictable. You get the same/similar environments, the same items, predictable puzzles, the same "dungeon pattern", and so on.

Enemies are also VERY predictable, and can be generally very easily killed.

NPCs need to have a bigger part in the game.

What about a more "open" game like Oblivion - a lot more side quests, and actual exploration - the exploration is what I liked the most in TP.



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to add to dantes and shamms comments which I agree with.


Voice Acting. It needs to be there. Hell even make it a thing you can turn of an on. And jsut have txt for the people who would rather it stay traditional.