@arronishere: Nintendo was. Aonuma only talked about Triforce Heroes in interviews, because that was the upcoming game. Hopefully, the focus is back on Zelda U and all we hear from now on is more info on that game.
The comment section of the article is already turning into a harbor for stupid, cringeworthy jokes about what the "surprise twist" is going to be. facepalm.
All I just want to see is that Zelda U trailer Nintendo was supposed to show at E3... how far has the game come since we saw the trailer at the VGA 2014?
The comment section of the article is already turning into a harbor for stupid, cringeworthy jokes about what the "surprise twist" is going to be. facepalm.
All I just want to see is that Zelda U trailer Nintendo was supposed to show at E3... how far has the game come since we saw the trailer at the VGA 2014?
I think the surprise twist is going to be an open broken world...see it rythmes!
The comment section of the article is already turning into a harbor for stupid, cringeworthy jokes about what the "surprise twist" is going to be. facepalm.
The surprise twist is going to be twist controls for certain items.
@arronishere: Nintendo was. Aonuma only talked about Triforce Heroes in interviews, because that was the upcoming game. Hopefully, the focus is back on Zelda U and all we hear from now on is more info on that game.
You're so in for a world of let down if you're expecting Zelda U news now
I'm not expecting monthly Zelda U news from now on if that's what you're thinking.
Yeah... Before Zelda U can truly take back the Zelda spotlight, TP HD needs to be released and over with. Enjoy these small moments of Zelda U "dominance" before TP HD steps in and takes over.
What on earth could they mean by unique twist? There really isn't that much you can do to an open world.
If we take any lessons from the history of the series, it'll probably have something to do with having a dark world version that you're constantly switching to and from.
I hope there's no light/dark world. I'm getting so tired of switching worlds. A Link to the Past had it, the Oracle games had it, Ocarina of Time had it, Twilight Princess had it in a sense, and A Link Between Worlds had it. Not to mention other games had it like Metroid Prime 2: Echoes. I thought it was unique in Ocarina and A Link to the Past but I've grown tired of the whole light and dark thing.
By "unique twist" I hope that just means the entire world is available to you right from the start and you can go anywhere and do anything whenever you want, so you can do dungeons in any order, find items in any order, and by using those items around the world you can find different hidden items provided you have the right one with you.
Skyward Sword had a version of it too, with the sacred realm. Which is pretty much the same thing, in the sense that it was "Same general landscape with some differences".
But I hope it isn't the "do in any order" like you said. Because if it is, then there's no real difficulty curve. They did it in LBW and the whole game was pretty much a breeze. Since the puzzles are how alot of the Zelda temples get their difficulty, I imagine there should at least be a recommended order.
@krakensoup: I always consider Minish Cap to have a sort of dual-worlds mechanic, since you can explore the same world big and small. And Skyward Sword's Sky and Earth was inspired by this concept, I'm sure.
Edit: @Operative, that too.
It's a little tiresome, but I think there's still some areas they could explore with it, I still think it would be cool if you could switch between the two worlds instantly, and seamlessly, without any animation, and with the press of a button. You could even switch out while fighting a common enemy, and the enemy would appear different and have a different weak spot in the second world. There are some great Boss battle ideas to be had with this mechanic in mind.
I also had always hoped with this game that they would have a light and dark world, and you would consistently have a view of the other world on the Gamepad's screen.
I don't think it's beaten to death, and I wasn't exactly rolling my eyes when skyward sword started you above the clouds. As long as they keep making it interesting.
Maybe this time, we get to control various character or different versions of the Link, which will have different effects on the vast world.
Or the open world itself is one big dungeon (or dungeon like area) and the key to solving it is clearing all the dungeons in the world... that could be possible, seeing as the structure of Hyrule changes as the Zelda timeline progresses.
Either way, I'm excited to see what the Zelda team has up their sleeves. While I'm waiting, I'll probably get around to completing A Link Between Worlds and progress far into Triforce Heroes.
I hope there's no light/dark world. I'm getting so tired of switching worlds. A Link to the Past had it, the Oracle games had it, Ocarina of Time had it, Twilight Princess had it in a sense, and A Link Between Worlds had it. Not to mention other games had it like Metroid Prime 2: Echoes. I thought it was unique in Ocarina and A Link to the Past but I've grown tired of the whole light and dark thing.
By "unique twist" I hope that just means the entire world is available to you right from the start and you can go anywhere and do anything whenever you want, so you can do dungeons in any order, find items in any order, and by using those items around the world you can find different hidden items provided you have the right one with you.
That wouldn't really be a unique twist for an open world game though. Bethesda have already perfect that approach.
I agree on the dark world thing.
The only implementations of it I've enjoyed have been Ocarina and ALBW. The rest of the time it's annoying. Didn't care for it in ALttP or Twilight Princess.
Ok so here's my prediction: the world will change over time throughout the game. So trees growing, new rivers and lakes forming. Maybe villages being built over time.
That sort of Molyneux madness. (if they don't do that, you've gotta admit it's a cool idea if they did it well). That could be how they have an organic progression throughout the game without the need for invisible walls. So some temples could maybe only become accessible once a big tree has grown for you to climb up. Or maybe a lake has formed for you to swim across. That sorta crap.
@krakensoup: I always consider Minish Cap to have a sort of dual-worlds mechanic, since you can explore the same world big and small. And Skyward Sword's Sky and Earth was inspired by this concept, I'm sure.
Edit: @Operative, that too.
It's a little tiresome, but I think there's still some areas they could explore with it, I still think it would be cool if you could switch between the two worlds instantly, and seamlessly, without any animation, and with the press of a button. You could even switch out while fighting a common enemy, and the enemy would appear different and have a different weak spot in the second world. There are some great Boss battle ideas to be had with this mechanic in mind.
I also had always hoped with this game that they would have a light and dark world, and you would consistently have a view of the other world on the Gamepad's screen.
I don't think it's beaten to death, and I wasn't exactly rolling my eyes when skyward sword started you above the clouds. As long as they keep making it interesting.
Being able to switch from light/dark worlds on the fly would greatly alleviate most of concerns with having two worlds. I hate going to certain spots or playing a certain song or something that's an annoyance just to switch worlds. If the 2 worlds thing worked kind of like how in Metroid Prime you switch visors to see different things, I'd like that. It would not be like visitng 2 worlds but seeing the same world in 2 different visions.
I hope there's no light/dark world. I'm getting so tired of switching worlds. A Link to the Past had it, the Oracle games had it, Ocarina of Time had it, Twilight Princess had it in a sense, and A Link Between Worlds had it. Not to mention other games had it like Metroid Prime 2: Echoes. I thought it was unique in Ocarina and A Link to the Past but I've grown tired of the whole light and dark thing.
By "unique twist" I hope that just means the entire world is available to you right from the start and you can go anywhere and do anything whenever you want, so you can do dungeons in any order, find items in any order, and by using those items around the world you can find different hidden items provided you have the right one with you.
That wouldn't really be a unique twist for an open world game though. Bethesda have already perfect that approach.
Exactly; Zelda can't be more open than Bethesda RPGs. Freedom just isn't as integral to Zelda's games design as it is with them.
My guess is that Zelda U takes place in the great sea, and the map we've seen is only one island. Granted, it's not an archipelago, but a pangea, so there's nowhere else to go, but still
My guess is that Zelda U takes place in the great sea, and the map we've seen is only one island. Granted, it's not an archipelago, but a pangea, so there's nowhere else to go, but still
Someone did work out the size of that map in the preview video from last December. It was pretty massive. Something close to Skyrim size if I remember (maybe a bit smaller). Very unlikely there's any more than that.
That's probably too big already. They can't really do the Xenoblade or Skyrim trick of just filling massive spaces with a bunch of enemies because fighting enemies doesn't have as much of a key role in progression in Zelda games so they really do have to fill the world with interesting and unique things.
My guess is that Zelda U takes place in the great sea, and the map we've seen is only one island. Granted, it's not an archipelago, but a pangea, so there's nowhere else to go, but still
Someone did work out the size of that map in the preview video from last December. It was pretty massive. Something close to Skyrim size if I remember. Very unlikely there's any more than that.
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