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Forums - Nintendo - Why Zelda Wii will be the best ever! (Malstrom inspired)

A couple of things got me thinking today, to begin I'll share an extract from Malstroms blog with you (Don't worry, it won't be a long read)

 

"All Zelda games are composed in two distinct parts: the Overworld and the Dungeons. The interaction between the two is what is key.

In the Overworld, the world is at war with you in some way. Even if the enemies are just going in circles shooting rocks. In Zelda II, black figures would appear and try to catch you. In Link to the Past, the guards were after you and later Ganon. The point is that the Overworld is not a nice place to Link.

Link is overwhelmed with the Overworld. The Overworld is more powerful than Link is. Link cannot go anywhere and will be killed pretty fast in many areas. Like Icarus, if he flies too close to the sun, he burns.

This is why the dungeons exist. The dungeons are crucibles for Link to grow. Dungeons are all filled with nasty and devious traps. In many ways, the dungeons aren’t even “fun”.  Link goes through this crucible to get the treasure and the power-ups.

The “moment” of Zelda is when Link exits a completed dungeon and feels the sun of the Overworld. It is then that the player can’t wait to explore his new powers in the Overworld, to explore new places.

The definition of Zelda is in the dungeon/overworld as crucible/world. Link grows in ability and power not in the pleasant overworld but in the dungeons. It is not so much the feeling of growth as it is the feeling of crucible. Link goes through the “hard adventure” for the reward of exiting the dungeon and having that new overworld experience."

 

To give you some context, he was basically saying how idiotic it was for Iwata and co. to say that 'Zelda cannot be defined' or that 'if it was made by the Zelda team, it's Zelda.' Now if what he is saying is true, and the overworld/dungeon interaction is the essence of what makes a Zelda game then Zelda Wii has a very good chance at being the best Zelda ever made.

Now sure I can't know how Nintendo will structure the overworld in Zelda Wii but what I do know is that the title will be very heavily focused on new gameplay ideas. It won't just be the sword getting new controls but everything you can think of will have brand new controls and I'm quite sure that there'll be a few brand new items and mechanics inspired by the controls. The reason why this is important is because as soon as you get a new item, you'll want to go and try it out! The brand new mechanics and items will geared to be enjoyable to use. Think Wii Sports Resort for example, It's fun to play archery and sword play and Zelda Wii will feel like that. You'll want to go around trying your new items because they'll be fun to use.

 

Ok now I have another thought. If this overworld/dungeon connection is the essence of Zelda, and using what you've found in a dungeon in the overworld to make it feel less overwhelming, make it feel like you can go out and tame it because you've grown. If that's what makes a Zelda game, then why for example instead of getting useless orbs, we get our form of transport in a dungeon? Sure Epona is cool but I'm sure Nintendo could do better.. Imagine if we could upgrade our transport as we need to get to new areas?

Epona -> Griffin -> Dragon

The idea though is to have dungeons become more organic, have them more flowing and not so noticeable. Getting to the end of the dungeon and battling the Dragon with a powerful rein that you got in the dungeon that you can use to lasso any creature in the overworld to ride. More importantly though is that beating the Dragon means you actually GET THE DRAGON! You complete the dungeon and you come out with a new way to explore the land and also a tool that allows you to round up basically any animal and ride it around. Why? Because it's fun, and Zelda is about adventure and exploring different things.

Hope that gave some of you a few ideas of your own. Sorry I got a bit off topic from what I was originally intending but basically my idea is this:

Zelda Wii will be the best Zelda game because it will encourage the user to explore and experiment with the overworld because the gameplay mechanics from dungeons will be the the main focus of the title. Motion controls will bring back the essence (Malstrom's definition of it anyway) of Zelda.

What do you guys think?



 

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i would love to play a zelda game like that.



come try out the computer game i've been working on for my high school senior project, titled sling ball. http://vgchartz.com/forum/thread.php?id=76669&page=1

you can view a few screenshots from the game in my photo album here; http://www.vgchartz.com/photos/album.php?album=2312

yes, this is vonboy's alt account. i can't log into my original account, and i'm not sure if i will ever be able to.

Proud Member of the Official Yoshi Fan Club!.

The issue is imagine how long it would take to make a game like that, 4 or 5 years maybe? ;)



 

Puffy

If this doesn't happen now, I will see you destroyed



The next zelda HAS to change the formula for me to like it

they need to reinvent the genre like they almost did every generation



All hail the KING, Andrespetmonkey

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darthdevidem01 said:
The next zelda HAS to change the formula for me to like it

they need to reinvent the genre like they almost did every generation

*cracks open profile, looks in collection*

Go to your room.

Seriously though, speaking seriously:

Phantom Hourglass gives me hope. The Temple of the Ocean King was like a stopgap between the dungeons and the overworld, which was very interesting...



thats is amazing that some1 was able to break zelda down to its core formula, yeah I can see motin controls making me want to use a cool new bow or grapple swinging thing or a musket or something haha, nintendo could introduce dlc for epona "flying horse armour" for 500 wii points :P



I'd love if I would be able to soar the skies. Maybe traverse a Death Mountain-like area with the help of giant eagles. In TP you could catch those giant boars and ride them so hopefully we'll se something like that in Zelda Wii as well.



I'd also love side quests that get you useful items, for example a shovel. Or random caves that have things that aren't just a whole bunch of rupees, perhaps you could find items like the aforementioned shovel or perhaps you could a secret fortune teller or something unexpected like that. It'd make people want to explore.

Not only that but these caves could make people use items in new ways or just use a whole bunch of items found though out different dungeons instead of only needing a sword and a lantern. It'd also help the whole overworld/dungeon interaction as you need to use items you've found in dungeons to get to the end of the cave.



 

Sounds like we're thinking alike here, going after a Zelda with more emphasis on exploration, experimentation, and discovery

 

Khuutra's right, too. You basically just described progression in the temple of the ocean king, where this place that is extraordinarily hostile in the beginning becomes easier and easier to navigate as you gain power, to the point where, in the end, you can confront and destroy the phantoms that were your invincible enemies before.



Monster Hunter: pissing me off since 2010.