Dang, I remember getting stuck on Ramrock for the longest time, spending almost a half hour in the boss room dodging attacks trying to figure out what to do. It was sooo satisfying when I found his weakness. Good times, I want to see more Zelda bosses like this.
That's a better direction this thread could go in: what do people want to see?
Most of all, I just want to see them making an interesting open world. I want a bit of that Skyrim feeling (although not too much) where there's something new or interesting around every corner. They've really struggled to do that with Zelda in the past. The biggest Zelda worlds, which I guess were Wind Waker and Twilight Princess, were both pretty terrible in my opinion.
I'd also like to see them going down the Deus Ex root a bit and allowed multiple solutions to certain problems. So maybe the open world can be exploited to allow a few different ways to reach a certain landmark. Stuff like that.
True, though I think the face of the Demon Train in ST kinda resembles Ganondorf.
I'd like to see more fun, unique items added in Zelda U. I've expressed my love for the Spinner, and loved the uses for the Whip in both SS and ST. (Koloktos, anyone?)
I would also love a more fleshed out, open world, though not at the scale of Skyrim.
Currently playing: Mario & Luigi: Bowser's Inside Story + Bowser Jr's Journey, Ys VIII: Lacrimosa of Dana (Switch)
That's a better direction this thread could go in: what do people want to see?
Most of all, I just want to see them making an interesting open world. I want a bit of that Skyrim feeling (although not too much) where there's something new or interesting around every corner. They've really struggled to do that with Zelda in the past. The biggest Zelda worlds, which I guess were Wind Waker and Twilight Princess, were both pretty terrible in my opinion.
See, the thing is I don't want to run around to map objectives or filler side quests in a Zelda game. If Zelda U is 'an open world game' it'll be terrible. I want the open world to be a mix of Shadow of the Colossus and Twilight Princess; largely there for effect (the effect is that it's pretty and diverse), but also with little puzzles and collectables hidden about. A feeling of connectivity is also important.
But largely I want them to just leave every 'quest' the the main quest and a few, select side quests.
I have serious anti-hype for the whip. It's basically the grappling hook with less utility (can't Indiana Jones it up and swing out of the way of danger) and more obvious / scripted uses in puzzles. That and the fact that it looks like a Happy Meal(tm) toy.
Anyway, in Zelda U I want all the transportation items. We already got the deku leaf, clutch, so next I want a grappling hook / hookshot hybrid that can work off of every bit of wood in the world, just like in OoT. Granted, the grappling hook could have some redundancy with the deku leaf (the sailcloth is a bad name).
The spinner could be truly epic in a world of this scale, but they would have to include enough ruins and tracks for it to be worthwhile.
And, of course, we already got bomb arrows, so the ball & chain could fill out the 'fun to mess about with' slots, barring any new, revolutionary ideas.
What I want in Zelda U...? Well, off the top of my head....
1: Actually engaging combat
2: Rematch with Dark Link
3: Fanservice but not over the top fanservice but a cute scene of good ol' Link overhearing Zelda saying he's a good guy can go a long way. And also a scene of Link and Zelda drinking Lon Lon Milk together would be nice.
4: Lana is referenced or is in Zelda U
5: Either make Ganondorf a very intimating villain or get him out of here. He has one more chance to not be like Bowser. If he's a garbage villain in Zelda U then I'm officially done with that guy.
6: Good post game content.
7: Being rewarded for exploring.
I own a Wii U and 3DS. I also own a PS4!
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I just realised that there wasn't a hammer in TP, nor in SS. I'm not sure how that would even work with a style with more realistic proportions.
@Haru17: So basically Wind Waker on land. You were able to travel to wherever you wanted to go, but not everything was accesible right from the beginning. Certain items were needed to enter certain dungeons or access certain islands. I think that's a good system. In that way, they could still implement a dungeon order to a degree, eliminating the problem that every dungeon has to have the same difficulty if you could tackle them in any order.
I just realised that there wasn't a hammer in TP, nor in SS. I'm not sure how that would even work with a style with more realistic proportions.
I mean, the ball & chain does all of the same things, and is more fun in that it provides a different gameplay than the sword (stand in front of something and jab it at it).
So basically Wind Waker on land.
That's not quite how I would put it... I hope it's not that sparse.
You were able to travel to wherever you wanted to go, but not everything was accesible right from the beginning. Certain items were needed to enter certain dungeons or access certain islands. I think that's a good system. In that way, they could still implement a dungeon order to a degree, eliminating the problem that every dungeon has to have the same difficulty if you could tackle them in any order.
Yeah, I hope it does gating, but not like the Wind Waker. TWW just had invisible walls for half the game. I hope Zelda U has naturalistic progression gating, sorta like Ocarina of Time had. You know; 'you need gear to not freeze to death in the mountains,' 'you need special equipment to survive the desert / volcano heat,' 'you need special gear to sail / dive in the sea,' etc. I want that kind of context.
I just realised that there wasn't a hammer in TP, nor in SS. I'm not sure how that would even work with a style with more realistic proportions.
I mean, the ball & chain does all of the same things, and is more fun in that it provides a different gameplay than the sword (stand in front of something and jab it at it).
So basically Wind Waker on land.
That's not quite how I would put it... I hope it's not that sparse.
You were able to travel to wherever you wanted to go, but not everything was accesible right from the beginning. Certain items were needed to enter certain dungeons or access certain islands. I think that's a good system. In that way, they could still implement a dungeon order to a degree, eliminating the problem that every dungeon has to have the same difficulty if you could tackle them in any order.
Yeah, I hope it does gating, but not like the Wind Waker. TWW just had invisible walls for half the game. I hope Zelda U has naturalistic progression gating, sorta like Ocarina of Time had. You know; 'you need gear to not freeze to death in the mountains,' 'you need special equipment to survive the desert / volcano heat,' 'you need special gear to sail / dive in the sea,' etc. I want that kind of context.
Oh yeah, I agree. Didn't mean vast grassy fields with here and there a cluster of things to do. Obviously more like TP, but even TP was rather sparse in areas like Hyrule Field. Now I do think that that is acceptable to some extent, meadows and fields aren't that interesting in real life either, but having something more to do would be appreciated. Bring back fishing and bug collecting for example, little side quests that keep you occupied in areas where there's little else to do, is always a good thing.
Anyway, I just meant that the concept of Wind Waker worked pretty well for an ''open world'' game, but I guess that system is used in most Zelda games already. With invisible walls, you mean the forced section early in game, from Outset Island to Dragon Roost? Some kind of tutorial is always needed, I didn't have a problem with that, because you didn't have the means to do anything about it either (e.g. you aren't able to change the wind until you beat the Dragon Roost Cavern). I do agree that there was little to do early on and that most islands required several items to access all of its contents. It wasn't until after the Tower of the Gods that exploring became interesting.
Yeah, I hope it does gating, but not like the Wind Waker. TWW just had invisible walls for half the game.
As Octane mentioned, that is not right, actually. There is only one section at the beginning where invisible walls are used. For the rest of the game the whole sea is there to explore and discover. If there were a few more islands, TWW would be perfect in that manner.
If I remember correctly, the invisible walls last until after you beat the second dungeon, which in a game with 5 dungeons is at least a whole 1/4th of the game. More if you don't explore everything.
If I remember correctly, the invisible walls last until after you beat the second dungeon, which in a game with 5 dungeons is at least a whole 1/4th of the game. More if you don't explore everything.
Actually no. You can even explore Pawprint Isle on your way to Dragon Roost Island, but your options are limited since you don't have the Wind Waker yet. After Dragon Roost Island you're free to go wherever you want, the game only directs you towards your next destination; Forest Haven.
Yeah, I hope it does gating, but not like the Wind Waker. TWW just had invisible walls for half the game.
As Octane mentioned, that is not right, actually. There is only one section at the beginning where invisible walls are used. For the rest of the game the whole sea is there to explore and discover. If there were a few more islands, TWW would be perfect in that manner.
Yes, 'the first section of the game,' also known as 'until you reach the Tower of the Gods,' also known as 'half the game,' bruh.
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