Do any of you think Zelda U will have considerably changed from the last time we saw it?
Gameplay, graphical style, etc?
While not announced previously, I expect some form of multiplayer or Souls style mode, and a female character option such as Linkle. I also expect full Zelda amiibo support.
I also think the game could looks different when we see it again.
The next trailer starts off with Link walking in on the Great Fairy taking a nice, hot bath then...
While not announced previously, I expect some form of multiplayer or Souls style mode, and a female character option such as Linkle. I also expect full Zelda amiibo support.
I also think the game could looks different when we see it again.
Why have so many people been saying this when the stuff we saw looked incredible? That first trailer was pretty much the best looking thing on Wii U. Why would they change it? They've clearly developed a huge amount of the world with this visual style in mind too. That kind constrains how much they could change it without wasting massive amounts of time.
I also think the game could looks different when we see it again.
Why have so many people been saying this when the stuff we saw looked incredible? That first trailer was pretty much the best looking thing on Wii U. Why would they change it? They've clearly developed a huge amount of the world with this visual style in mind too. That kind constrains how much they could change it without wasting massive amounts of time.
I remember people saying the same thing about Xenoblade X (although I guess we got to see that a lot more frequently) and we got the same exact Primordia they've been showing us since the very first trailer of that game. (or at least almost exactly the same, I doubt anyone can be bothered to compare every little detail in the trailer to the final game)
It's nigh impossible that they would change the world or artstyle much, if at all, after they've worked on the game for like 3 years, say they delay it mostly to add more features/stuff in general and then go and completely overhaul the entire thing.
That's just plain stupid.
The most that might happen would be changing the locations of some of the smaller objects or enemies/NPCs in the areas we saw and some minor changes to designs but that happens with most games (I'm sure there's the odd exception somewhere out there)
I agree. And the little snippet we got in November confirms beyond doubt that the basic style has remained unchanged. In this case I think that's a good thing. The game looks very good from what little we've seen up to now.
At this point, the extra time can only be to add more content and features, clean up something that wasn't working properly, or making it perform well on their next console.
Honestly, I hope that Zelda Wii U is unique, but still has traditional Zelda at it's heart.
I kind of agree, but in this case I think the franchise needs some big fundamental changes. The Zelda games have largely been doing the same thing for a while now. This game needs to change some of those long standing fundamental structures. In my opinion anyway.
@Ralizah: Simply said: I totally agree with all points. Side-quests in Majora's Mask and even in Wind Waker were great. I missed them a lot in TP and SS.
I don't know what you mean, Skyward Sword was full of sidequests, you had to gather and catch lots of stuff to upgrade your gear. And to get there, you often had to complete sidequests for various characters.
I didn't complete so many sidequests in any other Zelda game, not even remotely. I just had to get the best gear possible and getting there probably added like 100 hours extra or so.
In comparison, the sidequests in Wind Waker were really cumbersome and annoying. I still hate traversing the world trapped in that stupid boat, even with the upgrades. I prefer doing that on foot, on Epona or that giant bird.
I don't know what you mean, Skyward Sword was full of sidequests, you had to gather and catch lots of stuff to upgrade your gear. And to get there, you often had to complete sidequests for various characters.
I didn't complete so many sidequests in any other Zelda game, not even remotely. I just had to get the best gear possible and getting there probably added like 100 hours extra or so.
@Ralizah: Simply said: I totally agree with all points. Side-quests in Majora's Mask and even in Wind Waker were great. I missed them a lot in TP and SS.
I don't know what you mean, Skyward Sword was full of sidequests, you had to gather and catch lots of stuff to upgrade your gear. And to get there, you often had to complete sidequests for various characters.
I didn't complete so many sidequests in any other Zelda game, not even remotely. I just had to get the best gear possible and getting there probably added like 100 hours extra or so.
In comparison, the sidequests in Wind Waker were really cumbersome and annoying. I still hate traversing the world trapped in that stupid boat, even with the upgrades. I prefer doing that on foot, on Epona or that giant bird.
For some reason I found side quests in Skyward Sword much less enticing. I'm not sure what exactly it was, but I think it had something to do with presentation. In Majora's Mask, Clock Town was such a mysterious place, the people behaved so strangely and intensely. Things could be seen from really far away that you know wasn't right. For example, you would receive a mask from a missing person, then immediately notice that a child-like masked figure appeared every morning on the first day, but he wouldn't ever talk to you. Wind Waker wasn't time-based or mysterious, but I still remember feeling especially interested when I caught that rich (now-poor) girl sneaking around at night. For some reason, Skyloft was such an uninteresting place to me. None of the people there had any real conflict to deal with; it was weird doing everything in the form of gratitude crystals; and Skyloft was so disconnected with the rest of the world. All I ended up doing was the side quests for Pum and Kina, cuz I thought Kina was cute. Did anyone feel the same way (about Skyloft, not about Kina )?
EDIT: Why can't I use two spoilers in a post without it covering all of the text inbetween? Does sometime know how to fix that?
@shani: As a matter of fact, @Nicolai described my opinion very accurately. If there had been more islands in the sky to explore, I would have like these sidequests. But you are right: SS was way more better than TP concerning sidequests.
If it only took you 2 hours, you can't possibly have done them all. Just take a look at the IGN wiki, for example. Sure, some were fetch quests, but not all. And name me one game where the sidequest don't consist of fetch quests? It's a genre standard.
For some reason I found side quests in Skyward Sword much less enticing. I'm not sure what exactly it was, but I think it had something to do with presentation. In Majora's Mask, Clock Town was such a mysterious place, the people behaved so strangely and intensely. Things could be seen from really far away that you know wasn't right. For example, you would receive a mask from a missing person, then immediately notice that a child-like masked figure appeared every morning on the first day, but he wouldn't ever talk to you. Wind Waker wasn't time-based or mysterious, but I still remember feeling especially interested when I caught that rich (now-poor) girl sneaking around at night. For some reason, Skyloft was such an uninteresting place to me. None of the people there had any real conflict to deal with; it was weird doing everything in the form of gratitude crystals; and Skyloft was so disconnected with the rest of the world.
Interesting, it was almost the opposite for me. For example, the simple prospect of upgrading my gear was more enticing than anything else. It was truly addictive.
Also, that strange behaviour of people that you mentioned regarding MM, was the same for the people in Skyloft. That insect-gathering guy for example, who only could be found at night in his bedroom, he was so strange! Or Batreux, what a weird character. Or that asian women who wanted you to vacuum her house. Or that boy who wanted to be stronger and needed the stamina potion (although that sidequest could've been longer). I could go on like this for hours.
But I agree that MM was the strangest Zelda game of them all. It was so strange, I actually found it scary and horrifying at times.
And the game mechanic that you mentioned in your spoiler was the exact same in SS (and also WW, if I remember correctly). Classic Zelda.
And Skyloft was disconnected on purpose! The people there didn't know about the world beneath them, it was part of the irony and charme of Skyloft that it felt so disconnected. I loved going back there every time.
Did Twilight Princess even have sidequests? Although I played it through, I virtually remember nothing from that game aside from being a Wolf and Midna being so beautiful in her real form. It was such an unmemorable experience and the wolf form felt tacked on and unnecessary. Even Wind Waker, which I like less because of the sea, was more memorable.
I can't compare to MM because I never got to enjoy that one. Every time I tried to play MM, I strayed through the world without any clue for three days (although I used a walkthrough!) and then the game was over without me accomplishing anything. It was the opposite of motivating, the game punished you for playing it.
Besides, I found that game really stressful because of the time limit (it's the opposite of my usual Zelda experience). How could you possibly do any sidequests when the game is over so quickly?
@shani: As a matter of fact, @Nicolai described my opinion very accurately. If there had been more islands in the sky to explore, I would have like these sidequests. But you are right: SS was way more better than TP concerning sidequests.
More islands? Not that I would've opposed if it had more, but it really had plenty of islands! The things is though - and I don't know if you know - not all of them are visible on the map. I would've missed so many funny and weird sidequests (the clown island, the insect zoo, the pumpkin soup incident etc) if hadn't played it with a walkthrough. That's why I play every Zelda game with a walkthrough (at least when I don't know what to do next, which happens quite regularly), because I don't want to miss anything.
@Nicolai:
Maybe this is just me, but I think I found the SS fetch quests less enticing in part because the story quests were so, well, meaningless.
Pretty much every part of SS that wasn't the core story was whimsical. You never had to help a Zora boy come to terms with the death of his father, or save a city from it's inevitable doom from a volcano, or save the Gorons from starving.
This lack of any serious storyline means that the usual whimsy of the sidequests can become a bit, well, too much.
Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F
If it only took you 2 hours, you can't possibly have done them all. Just take a look at the IGN wiki, for example. Sure, some were fetch quests, but not all. And name me one game where the sidequest don't consist of fetch quests? It's a genre standard.
I did all of them, minus that harp mini-game, the controls are too broken for that. It wasn't that spectacular if you knew where to look and what to get. They weren't very memorable to me, I remember looking for stuff on the surface, and items that were scattered across skyloft. Vacuuming that lady's house was one of the few side quests that didn't involve fetching an item.
And I'm not saying that other Zelda game are great example of side quests, but Skyward Sword does definitely not stand out in any way.
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