I'm really curious to see where Nintendo takes the franchise from here. I've unfortunately not played Skyward Sword yet, but from what I've read it has a much smaller world and is way more linear than what people were used to. The Wii U controller won't allow for the motion controls Skyward Sword introduced, and if the tech demo shown at E3 was any indication, we won't see Skyward Sword's art style return. So what'll Nintendo introduce to keep things fresh and un-Twilight Princess-y?
I'm expecting things:
The combat system used before Skyward Sword (OOT, WW, TP) is getting stale and needs to move drastically forward. Nintendo knows people will be expecting it after Skyward Sword's fancy motion controls — they'll need to figure out a way to carry over SS's precision combat to the new game using traditional controls. Dual analog with the camera closer to Link's shoulder? Motion using the Wii U's new controller? A revamped/rethought z-targeting system? All three combined? There are a ton of different routes they can take.
Discuss!
How about a progression and complexity of ease from having to press the start button each time to use a type of tool/weapon to not only different buttons but button sequences?
And progression from auto-mated jumping etc. to automated climbing or when you have a bracelt when holding that button auto-pushing/pulling?
Progression of story with Zelda being the playable one, all the way? With only nostalgic Link occurrences after completing the game and continuing the story.
Since there are only certain ways to attack enemies and how, make it like pattern or fun to have to go through places.
I have to mention one thing though the menu system. It has to be way super simple. Including Magic use etc. The Adventure of Link has what we need here. Simple menu use which could be made even more fun and simpler. It was good to be able to use not item but something use meter, to jump higher, fly as a fairy (you guys! that's magical!) You know, no confusing motion control trigger button system to setup items.
Yes, this simple-ness of even the menu system or how to assign use items and meter(s) would help in the combat-system, for sure, as this is a Zelda game.
Give me an 3D overworld with as much to do as ALTTP. Keep in the dungeon type environments of Skyward Sword Shadow of the colossus style bosses. Towns in between places with different motifs based off the races,
WAT!
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Hey, guys what about high caverns, even high buildings, clouds in the sky and such to promote grandeur and space. Have it so you can look out a window or climb strategic places to scope out where you can go next or clues to the story and puzzles you have to solve in this Hugh majestic places?
Such that it's not only the current level you see at times in the distant but other places you'll visit later on.
And remember. What we saw was only an early example of what the Wii U can do. The graphics will be better(idk how much better, but yeah)and they will have more time to work on the graphics which should make for some seriously gorgeous graphics. If we ever get a Zelda in the style we saw in the E3 demo, You can rest assured that it will look better then what we saw.
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I'm looking forward to Nintendo's next "new" approach to Zelda. Now that it likely won't use the wiimote as sword, Aounuma wants to challenge conventions yet again by having the controller act as items. I predict use of the touch screen, mic, and gyroscopes for something truly amazing.
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As far away as posible from SS and as close as posible to TP/OT concept. SS is just a compendium of mini puzzles (mini temples) in a set of mini worlds, at least up to the fourth all of them are rather boring, simple and small, and nothing push you to explore because there is nothing worth to explore freely, hope it gets better at some point because actually it is breaking into pieces the spirit of previous zeldas.
Instead of not doing what a certain Zelda game did just simply add to it. My main problem with the series is that they never seem to really build upon each other. They keep the formula of completing dungeons to collect power to open up a final dungeon and that's nice, but the stuff they did not add are still fun. I could make a huge list with masks to scare people for fun, sky-jousting, keeping the ocarina a staple with a complex music system other than waving stuff, fishing with wiimo+, etc
I loved the amount of things you could do MM. I feel for every dungeon set or every 3 or 4 dungeons the amount of things you could do between major quest objectives should be equal or more than what you could do in MM. I'm not expecting a size similar to the Elder Scrolls game, but something longer and bigger is nice. I also like breaking away from tradition. I wouldn't mind a "boss fight" where you help out another warrior claim his/her stolen castle by keeping enemies at bay while the person you're trying to aid fights the boss in that castle.
EDIT They could do a hybrid use of the wiimote and wiipad. The wiipad on some stand in front of you while you use the wiimote for sword fighting. It would be like those DS games where you use two screens, but rely on d-pad and buttons without touching the screen.
Also I'd like to see voice acting. Bethesda, Bioware, and Obsidian have been doing it for years. Everyone else talks except Link. Still don't like the voice the acting? Hopefully you can turn it off in the options and just stick with grunts.
As far away as posible from SS and as close as posible to TP/OT concept. SS is just a compendium of mini puzzles (mini temples) in a set of mini worlds, at least up to the fourth all of them are rather boring, simple and small, and nothing push you to explore because there is nothing worth to explore freely, hope it gets better at some point because actually it is breaking into pieces the spirit of previous zeldas.
In your humble opinion, of course.
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Topic: Zelda on the Wii U
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