In our second Hands On piece for The Legend of Zelda: Breath of the Wild, Mitch Vogel shares his analysis of the demo experiences offered at E3. You can find a link to our first article by Morgan Sleeper at the end, while Alan Lopez will pitch in with his thoughts in our third impressions piece very soon.
When Nintendo made its initial announcement for this year's E3 and it was revealed that The Legend of Zelda would be the only playable game from the company, the reception was understandably mixed. At the time, it looked like a sign of weakness and retreat, a backwards step by a company with "no games" to try and cover up massive gaps in its release schedule. While it is still true that Nintendo has some pretty slim pickings to offer fans over the next several months, the reason for devoting this year's show to The Legend of Zelda: Breath of the Wild became immediately clear upon playing the demo. Simply put, this game is far too large and intricate to warrant a segment in a Nintendo Direct, it demands that attention be paid to all of its many parts.
The Legend of Zelda was once an undisputed leader in the action-adventure genre, with The Legend of Zelda: Ocarina of Time still standing to this day as one of the highest rated games in existence. However, over the years, its peers have caught up to and even eclipsed the series in some regards, while Zelda has continued ticking along with little change to its gameplay between each entry. While this ensures consistency, it also is in danger of becoming too stagnant, as each successive entry takes baby steps forward in terms of new additions to the IP's basic principles. The Legend of Zelda: Breath of the Wild is the wakeup call the series was in dire need of hearing, casting off long held traditions established by its predecessors in lieu of features and game mechanics that point to an exciting new direction for the franchise.
The largest and most obvious change to the design is found in how choice reigns supreme over player actions. Zelda games have always been open-world of course, but never in the same sense as Breath of the Wild. Previous entries locked you into a specific pattern of events and while there were ways to break free of storyline, it was largely a gated experience up until the very end. Rather than give players the feeling that all of Hyrule was at their fingertips, it felt like only certain parts were offered at certain times. In Breath of the Wild, the leash has been taken off almost completely, allowing players to roam free and to craft their own adventures as they see fit. In all seriousness, it plays more like The Witcher III: Wild Hunt than it does like Ocarina of Time.
After an opening cutscene depicts Link waking up in a mysterious cave and receiving a Sheikah Slate – Link's in-game GamePad – he stands upon a hill overlooking a vast landscape, which is evidently twelve times the size of the map from The Legend of Zelda: Twilight Princess. From this point, if you can see it, you can go to it. You don't need a certain item to cross an obstacle, the story will not force you to go down a certain road, what you do next is entirely up to you. Now, it's given that there will be places where enemies may be too powerful for you or where it makes little sense to deviate too far from the path, but the presence of the choice here is what's important. For example, perhaps you could technically take on a boss without ever engaging the story. It would take an eternity and would certainly be a very unfair fight, but you could do it if you wanted to and were talented enough. Zelda games have always given you choice, but never before could you opt to pass over massive swaths of gameplay just because you didn't feel like it. And that's just the tip of the iceburg.
One of the newest and most shocking changes to the Zelda formula is the introduction of a loot system of items, bringing it more in line with modern RPG adventures. Gone are the set items and upgrades of the previous games, Link is now more customizable than he's ever been, by a long shot. Weapons are breakable and have a certain attack power, with experimentation being encouraged as you continue finding new things to hit enemies with. Armor is constantly being swapped out for a newer, sturdier variant. It's a very un-Zelda-like system that competitors have been using for years, yet feels surprisingly at home in a Zelda game. While it is a bit disappointing that you don't get the standard zooming in on Link's face as he excitedly opens a new chest, it's a lot more exciting finding chests knowing that you'll likely be getting something more interesting than some rupees or extra arrows.
While it is a bit disappointing that you don't get the standard zooming in on Link's face as he excitedly opens a new chest, it's a lot more exciting finding chests knowing that you'll likely be getting something more interesting than some rupees or extra arrows.
Another great new change is a revamped combat system that encourages the player to think and consider their approach to conflict with enemies. You can just rush in with a claymore and butcher everyone, or you can sit on a hilltop and pick them off quietly with a few arrows to the head. In one instance, we chose to eliminate an enemy camp by pushing a boulder off of a cliff which crushed the sentry before accidentally setting off explosives in the camp, killing the rest within. Naturally, we looted the remains afterward, taking a juicy steak and a battleaxe from one of the fallen. Also, enemies now have health bars and there's an increased focus on dynamic combat, particularly with an interesting new dodge mechanic. Borrowing from Bayonetta, dodging to one side at the right time can initiate a flurry attack, wherein time slows down and Link can toast the enemy that missed him. Combat has come a long way from the standard spamming of the old games and has been modernized, in a sense.
Fortunately, the GamePad is utilized to a degree that is both helpful and intuitive, enhancing the experience without coming across as gimmicky or forced. Tapping a button allows Link to use it as a scope which can be used to mark objectives you see in the distance, perhaps so you can come back to them later after you finish whatever you're doing. Naturally, gyro controls make an appearance, but mostly to assist in firing arrows and other projectiles. It's nothing groundbreaking, but this is arguably where the GamePad shows its greatest potential; it makes things streamlined and easy to keep track of.
Of course, some subtle survival elements are now present, too. Cutting grass and breaking every pot in sight will not once yield hearts in this game, as they have been effectively replaced with food. Different types of food will heal so many hearts, with a fairly elaborate cooking system allowing Link to mix several ingredients together to make items that have greater healing capacity or bestow buffs. For example, certain items may temporarily add a few extra hearts to your max amount or give you limited resistance to cold. Climates will now play a role in certain areas, and if Link is either too hot or too cold, he begins to take damage. No doubt players will have to bear this in mind when choosing the equipment they'll need as they explore certain areas of the map.
It hasn't been made entirely clear how dungeons will unfold in this game, though we'd bet our money that they won't work quite like they have in any of the predecessors. What has been made clear is the new idea of shrines. There's over one hundred shrines in the game and these could be effectively described as miniature, optional dungeons. Like dungeons, shrines are usually designed around one basic idea or concept, which is riffed upon a few times before you reach the end and find a cool new treasure. These seem to do a good job of breaking up the exploration of the overworld and giving players something a bit deeper to delve into as they traverse it. If nothing else, they'll act as nice sidequest content and offer up an extra to dungeon crawling.
Lots of soft colours are used to give things a serene and fantastical look, and the world feels very much alive as you watch deer roaming over hills and birds flying above.
The new art style is also quite easy on the eyes, effectively continuing that which was seen in The Legend of Zelda: Skyward Sword. Everything has a simplistic, cel-shaded look, and objects that are far in the distance blend together and look like a painting. The simplistic look actually has some gameplay application as well, the environment is intentionally kept simple so that object and points of interest can have more detail that sets them apart from their surroundings. Lots of soft colours are used to give things a serene and fantastical look, and the world feels very much alive as you watch deer roaming over hills and birds flying above. There was some noticeable pop-in of elements in the distance, but hopefully this will be optimized out ahead of the final release.
Interestingly enough, the new soundtrack also breaks significantly from series' tradition. Instead of the great, victorious swells we're used to, a subtle piano tune plays quietly in the background. That's if there's any music at all, multiple portions of the game only had the sound of swaying grass and birdsong. Some may not be entirely sold on this change, but the presence of music honestly would ruin the immersion of the experience and be a jarring change from the atmosphere that's so meticulously crafted.
In summary, The Legend of Zelda: Breath of the Wild is shaping up to be a bold new direction for the series. It takes all the good parts of your favourite modern open world games and applies a distinctly Zelda-like quality to them. It's been a long time coming, but this one seems like it will have been especially worth the wait; only time will tell, but this is looking like it will do just as much for the series as Ocarina of Time did back in 1998. This is the first Zelda which has felt entirely distinct and unlike anything that's come before it, and that's something to be very excited about. Bravo, Nintendo.
Further Reading:
Comments 63
Not to be THAT guy, but didn't OoT release in 98?
"The map can be displayed on the GamePad and from here you can see any points of interest in your immediate vicinity. "
I've been trying to figure out this exact point for the past hour. If the map is on the Gamepad then why does every place else on the internet say it isn't? I don't understand.
http://kotaku.com/hands-on-with-the-legend-of-zelda-breath-of-the-wild-1781969632
“Previously, when I was playing with Mr. Miyamoto, you might have seen that the map was on the GamePad screen,” Aonuma said, referring to a demo he did of the game two Decembers ago. “But after developing the game and playing the game we realized that having a smaller version of the map on screen is actually better so you know where you are at all times. So we decided to take it that route. Obviously if we find that there’s a great feature we could add to the GamePad, there is a possibility that we could do that.”
http://www.zeldainformer.com/news/no-map-on-gamepad-but-pro-controller-support-for-breath-of-the-wild
It's all Kotaku's fault, isn't it?
@jwfurness It did, which officially makes you "that guy".
@jwfurness Yep, November 21, 1998. September of 1996 is when the Nintendo 64 released in North America, 1997 in Europe. Good times.
@rjejr I've been under the assumption that Breath of the Wild is like Twilight Princess HD in that you can switch between the map and your inventory on the GamePad.
Since "options" is the theme here, especially in combat, what are the options open to players who choose to fight up close, WITHOUT using the Z-Targeting? Are certain move/attack options simply denied?
@rjejr That was an oversight on my part, the GamePad in this case only displayed the demo controls. If I were to guess at what the final release will do, it'll likely have item management. The inventory screen seems to be very touch friendly and would fit well on the GamePad.
@MitchVogel I'm not going to ask how that was an oversight b/c I'm already close to being banned from PS b/c I keep mentioning Zelda over there, and I'm assuming banned from there means banned from here as well, but may I politley ask you to elaborate? Or better yet clarify what the oversight was?
To be as specific as I can, did you ever see a map like this on the Gamepad?
"Zelda Wii U uses the gamepads innovative touchscreen as a second-screen map, letting gamers plot waypoints and check their location at any time."
It was kind of the entire selling point to me of Zelda on Wii U in Dec 2104 at the GA.
http://vrworld.com/2014/12/05/zelda-wii-u-gets-new-gameplay-demo-coming-2015/
"There was some noticeable pop-in of elements in the distance, but hopefully this will be optimized out ahead of the final release."
Somehow I doubt this. Nintendo has been terrible with draw distance as of late. I'm looking at you, 3D World.
Looking absolutely bravotastic. Thanks for the write-up, Mitch.
I honestly like a lot of what I'm seeing in this game—except for pretty much everything to do with the presentation and graphics/visuals in general.
And, since you mentioned Skyward Sword, I honestly think it achieved a far more effective and visually appealing realisation of toon-shading than seen in this new Zelda. It's only real downsides were the fact it was obviously in SD, and the overuse of blurring on everything in the distance. But, if you took Skyward Sword and updated everything to be in HD, especially the textures, and put in this open-world Zelda, I genuinely believe you'd have a game that was an order of magnitude more visually striking and beautiful.
Here's a link showing off the visuals in Skyward Sword for your reference, in case a memory refresh is needed:
https://www.youtube.com/watch?v=Yuk4YDJh_EI
And here's a slightly higher quality version of the first few mins to give you an even better sense of what I'm talking about, although it's still not true HD visuals:
https://www.youtube.com/watch?v=3aciLjusEN8
But, I do think the generally sandboxy nature of the gameplay of this new Zelda looks like it should ultimately be a lot of fun.
@Damo Bahaha, so be it!
Yay! Nintendo's late to the party again with their first ever WRPG... 5 years after Skyrim. Bravo. (Seriously though, this game looks amazing, and I'm super excited for it.)
No more zooming up on face when you open a chest!? What!! Also even though they use environmental sounds when exploring I do hope this game has at least some music tracks, like in boss battles and what not. One of the most significant elements of any Zelda (at least for me) are the iconic music tracks. Judging from the music in the trailer I'm pretty excited
@rjejr I wrote that sentence in the first draft of this because I thought I'd remembered seeing the map on the GamePad, but that recollection was just the product of too little sleep. I can't speak as to whether or not that map will be in the final release, but it was not in the demo here at E3.
@Kirk Eh, I don't think so. I honestly prefer the gouache style of BotW.
@MitchVogel Thanks, both for the explanation and the clarification. I certainly understand you imagining the Gamepad map, I'm sure you must have seen that video at some point over the past 18 months.
This is usually the part where I apologize for being "that guy", but Kermit the frog already has that covered this thread.
@Steven1094 For the record, lots of people were mentioning Zelda over there besides me, but on a per person basis I probably had the highest average per thread. I also probably mention Horizon on NL more than anyone else. I really don't see the problem talking about E3 games on video game sites covering E3.
E3 had the opposite effect on me for Zelda as I'm now sick of hearin about it
I swore the title was Breadth of the wild
Overall, I like a lot of the new changes. I really like that it's open world, but I hope the gameplay doesn't overshadow the story. I'm just worried that if you are allowed to go anywhere at any time, how can they shepherd in a story to it? And that no music thing will really hurt my enjoyment of the game. Zelda games have ALWAYS been about great music, notably starting with Link to the Past and continuing in literally every game since. If there's no good tracks, I might just have to download the orchestral Skyward Sword soundtrack and play that on headphones or something. The visuals look stunning! Framerate didn't look too good, though, but that could just be the video. I like the weapon pickup system, but do you ever get a "story sword" that doesn't break, like the wooden sword from TP or Kokiri sword from OOT? Obviously, you will get the Master Sword at some point, but what is your go-to weapon until then? And with no companion in such an open world game, how can the game keep you on track? I'm all for an open world, but not if it sacrfices story development. All this being said, the game looks great and I have full trust in Miyamoto, Aonuma and the rest of the Zelda team that they will make a great game and address these problems sometime before 2017.
@happylittlepigs: I have the same concerns. Actually I don't want Zelda to be a 100+ hour game to finish the main story - I pretty much liked it the way it was (about 40 hours). And I don't want to miss story parts so I am heavily concerned about that. But we will have to wait and see.
@rjejr hearing you're on the verge of getting banned elsewhere for talking about Zelda has made my day, I'm very, VERY proud of you, in a weird sort of way.
@Yoshi the Wii U is terrible at drawing distance.
It looks like Zelda using a tweaked Xenoblade engine, which is fine by me but that game has some serious pop in.
Being honest though, it doesn't detract from my experience with the game as I absolutely love Xenoblade so bring on Zeldablade, Breath of Change!
@MJKOP Especially since it's on NL's "sister site".
Sheesh, you'd think the console warrior mentality would be much less in such a case.
I was wondering about pop in. I'm playing XCX at the moment, and whilst it looks amazing I still can't get over large objects and people suddenly appearing about 3 feet in front of you. I did notice pop in (bushes, rocks etc) in the gameplay footage of BotW, but didn't seem as bad as XCX.
Can anybody tell me, what is pop in like on PS3/Xbox 360 games like Skyrim, is it similar to the Wii U? And does PS4 power reduce pop in much vs last gen games? Just thinking about whether I get this for Wii U or NX.
@GravyThief How can there be bad pop in for such an empty world as Zelda? XCX was jam packed with wildlife. If you think about it, it's almost impossible to stand anywhere in XCX and not see creatures moving around in front of you. Big giant long neck creatures, big flying whale like creatures, giant beetles, insects scurrying about, lions roaming everywhere. And over several cities half a dozen spaceships zooming about. Day 1 of Zelda was nearly empty plains. Day 2 of Zelda I saw a couple of trees, and I never in my life have been so happy to see a tree.
I did see a giant walking skeleton on a cliff in the trailer, and those ducks were honestly my favorite part of the trailer, but I keep searching the skies and I have yet to see anything resembling a giant flying bird or reptile. So I really wouldn't worry too much about the pop in, there doesn't seem to be nearly as much to pop in as there was in XCX.
@rjejr that's a fair point, BotW footage does show that the world is a lot more empty than XCX, so by default wouldn't suffer from pop in as much. Not that I'm complaining as it still looks beautiful to me (and has ducks!).
I was more trying to understand if the XCX pop in is comparable to similar PS3/Xbox 360 games (like Skyrim), to know if it's simply a constraint of last gen hardware, or if pop in on the Wii U is particualry bad? As if the latter, that would sway me to pick up the NX version, assuming it's more powerful and has higher draw distances of course.
I was more trying
@MJKOP Well it wasn't just me, but I have a tendency to defend myself and question authority. You can read post #14 here, and I didn't even comment until #48.
http://www.pushsquare.com/news/2016/06/poll_what_was_your_favourite_ps4_game_at_e3_2016
I think this was the article that started it all. Sammy and I were just having some fun, he's a fun guy, some of his co-workers not so much.
http://www.pushsquare.com/news/2016/06/e3_2016_whod_have_ever_thought_nier_would_get_a_sequel_that_actually_looks_good
Here's where it all really went south though. I'd recommend reading this one top to bottom. Or, you know, not, and we can go back to talking about what's important, Zelda having the map castrated from the Gamepad.
http://www.pushsquare.com/news/2016/06/e3_2016_this_is_the_best_final_fantasy_xv_video_youll_see_at_e3
In the face of fairness, FFXV is my most wanted game, has been for about 3 years, I will buy a PS4 to play it, FF is my 1 fanboy weakness.
@GravyThief From what I've read, Skyrim was a technical disaster on PS3, fine on Xbox360. I blame it more on programming, less on the hardware. Fallout 4 Far Harbor runs fine on X1, it was so broken on PS4 they had to update it to take out the fog, and the general consensus is that PS4 is more powerful than X1.
I played XCX for about 160 hours and I don't recall pop in being an issue honestly. I'm sure it had some, but I think all games do, just the way it is. Only game pop in ever bother me was shemue on Dreamcast. Practically every person in that game popped in a good in front of you.
I'm really not worried about Zelda pop in, even if it is there, which it certainly will be with a world that large, I don't think it will affect the game play any. And I'm also not worried about it being too empty. Zelda is a lullaby, XCX was a heavy metal anthem - devil fingers head banging in the air - Zelda will have what it needs for that Zelda feel. And that feel is not Hyrum Warriors, which was hard rock at least.
@rjejr #34
Also, I think it's important to note that they do have quite a while before Zelda is released and that the Demo itself was restricted to the beginner area which possibly had NPCs and Towns removed.
@MitchVogel pretty poor behaviour here: you make a weird mistake but then on top of that you edit the article without mentioning the edit/updates...
@-Red- See, that's really just a bit of marketing rubbish or media spiel you're buying into. As a trained artist who's worked in gouache, I can tell you it doesn't look like this. For example: Painted rocks tend not to look really low-res and blurry, and they don't have some cheap, fugly, and computery "bump-shader" applied to them that is at total odds with the idea of the surfaces looking hand painted, and really just looks kinda dated as though it's some old visual shortcut effect from the PS2 era. The gouache style might look great . . . if it were actually done properly.
But, you're free to prefer it.
@Kirk Like, it's not exactly like a gouache painting, and it's obviously lacking detail but I can definitely see how it's based on it. I think, it's similar to how Skyward Sword's art style was originally based on impressionism.
@-Red- Yeah, I think it's certainly based on some kind of painterly style, but I actually think Skyward Sword did a better job of realising that impressionistic style, if that's what we're saying it is, than this new Zelda has done with the whole gouache look, and that's doubly so considering the developers were working with even more graphical limitations on Wii. Basically, it wasn't so easy to see the shoddiness and lack of polish in much of the presentation and art in Skyward Sword as it is here.
@Kirk Well to be fair, Skyward Sword also has the advantage of being a much more condensed game than the newer Zelda. Also, they do have like at least 9 months to finish the game up, so I'm sure they'll polish the game more.
"Some may not be entirely sold on this change, but the presence of music honestly would ruin the immersion of the experience and be a jarring change from the atmosphere that's so meticulously crafted."
Great music only adds to the atmosphere. Have you tried playing skyrim without the music, or watching Star Wars without music? Music connects everything and makes you feel what is happening. Nature sounds are great and all, but it doesn't give a real sense of adventure in video games. A lack of music would be a major disappointment in this house, especially with all the great Zelda soundtracks from previous games.
@firstnesfan
The new Legend of Zelda is actually a Wii U version of the Cooking Mama series:
"Breast of the Wild: Cooking Cucco with Link"
@NintendoFan4Lyf Even though Nitneod told us not to, I bought a 64GB USB thumbdrive just for XCX, I was afraid my very old 120GB external HDD would be too slow. I'm really not worried about pop in or emptiness, or textures for that matter. And the moment I'm still fixated on the Gamepad map being removed. It was there, now it isn't. I'd like to think it will be there for the final release, but I won't be happy until then. I'm a map junkie.
@-Red- Yeah, I know, AT LEAST 9 months, as all they keep saying is "2017". And after a year of them saying "2015" and another year of them saying "2016" it's hard to believe the game will be out in March when everybody seems to think it will. Nintendo isn't even saying "March".
Also, Day 1 to Day 2 of E3 showed a lot of improvement I thought, so I feel much better now The first 10-15% of any story driven game is always boring.
DAy 1 - too much green for me
Day 2 - grass, rocks, trees, bushes, ferns and deer-things
@NintendoFan4Lyf "I wonder if it was removed to ensure the experience is identical with the NX."
That is honestly what I think. Anouma said some nonsense about "looking down at a GPS" so they took it out.
http://www.zeldainformer.com/news/gamepad-features-for-breath-of-the-wild-rejected-due-to-disrupting-gameplay
But, BUT, he's the guy who put it IN WW HD.
http://www.siliconera.com/2013/09/29/wii-u-gamepad-brings-best-zelda-wind-waker-hd/
And he's also the same guy who put the Gamepad map inTP HD.
http://www.zeldainformer.com/news/aonuma-has-released-more-twilight-princess-hd-screenshots-and-a-messag
But now he's decided a map on the Gamepad is no good?!?! That's a "What the...!!" if ever there was one.
Wii U owners have had to wait long enough for the NX to launch, now we have to get an inferior version of the game so the NX version is equal? That is so not right. And yes, no map is inferior. Playing Tomb Raider on PS3 after XCX on Wii U is annoying me, I want that map.
@rjejr Yeah, I think most people are going off the assumption that it will dual release alongside the NX, similar to how it was for Twilight Princess. I also think it mostly seemed boring because the Treehouse people refused to leave the same area and didn't want to show us any of the more interesting snippets. Because spoilers apparently.
@Jaredfrogman Otherwise, it feels so... desolate.
I came here to comment on the "Oh, my goodness!! What is this?!?!?!" chest zooming, which is pretty much at this point asinine. The first go-round maybe. Replaying the game, it get VERY annoying. ESPECIALLY if you KNOW it's a dungeon item that you need, a compass, map, or big key! And DOUBLE especially when you KNOW what's in a certain chest, just by design only!
@rjejr It honestly looks like someone's set the contrast and saturation down far too low on those images, and indeed across the entire game.
If it actually looked more like Miyazaki's animations, which many people are now comparing it to, I wouldn't be complaining:
But the reality/truth here is that it's certainly no Studio Ghibli level of visual quality.
THIS is Studio Ghibli level of quality:
https://www.youtube.com/watch?v=0AkY9a7DQUE
IF ONLY Breath of the Wild looked so good.
@rjejr More Nintendo rhetoric if ya ask me. Though I'm glad they've taken a few pages out of "Ye olde Skyrim tome", it will start to feel more like a Zelda skin without it's map. Also, now that I think about it, in the first link that you had, Aonuma referenced a GPS when it comes to dual-screen play... which, last time I checked, IS A BLEEPING MAP!!!
@-Red- "Because spoilers apparently, which honestly rubs me the wrong way."
It bothers me that they think there can be spoilers for a game that was due out last year. That's what they told us, twice, 2015. Then they told us 2016. At what point is it not to early for spoilers, only after it releases? And I don't think seeing 1 big boss would be a spoiler, surely they have a re-imaging of a Ghoma or something in there they can show us. Oh well.
@Kirk People are comparing it to Ghibli? I want some of what they're on.
Zelda adventures to me have always been lullaby's. These are paintings with "lullaby" in the title. Much closer aesthetic.
"Painting a lullaby"
"Dutch lullaby"
I find the lack of music very worrying. Music has always been such an important part of Zelda games. So far it seems that music has been entirely omitted in favour of ambient sound and small, disjointed jingles. I didn't hear a single cohesive piece of music. The battle 'music' sounds more like you're having a thumb wrestle in a hotel lobby.
@rjejr Yeah, in some ways those images look closer in general style.
@Frank-The-Tank I find the lack of any NPC voice acting AGAIN, on a flagship, AAA, first party Zelda game in 2016 greatly disappointing—not quite worrying, but definitely disappointing—and again, entirely below par compared to every single other similar open-world AAA title out there. It's just not good enough—but I have no doubt most of the fanboys will consider it the best thing ever. I don't, however, have an issue with the general sound being more ambient and only kicking into proper music at certain times where it might heighten the experience. For me personally, that's actually better sound design.
@jwfurness your not that guy your dat boi.
@Kirk: How can you call it "below par compared to every single other similar open-world AAA title" when It's obviously a design choice since other Nintendo games do have voice acting?
Besides, it's not entirely true, right at the beginning of the game, there is a voice telling Link to wake up - in English! How do you know other NPCs won't have voice acting?
@shani The old guy you talk to at the start of the demo, the only friendly NPC in the demo, doesn't have voice acting. Odds are, the NPCs don't have voice acting, unless Nintendo simply decided to leave it out of the demo for no good reason.
If this game doesn't have voice acting for the NPCs it's simply below par in that particular aspect, and you can't excuse that away by saying "it's a design choice". No, it's a budget and resource choice, i.e. Nintendo didn't want to commit the budget and resources to do something that basically every single other developer making AAA games is doing, and we're the ones that lose out because of that.
This game might be the most fun ever, it certainly looks like it could be a load of fun to play in that world, but in terms of overall presentation and graphics/visuals it IS below par compared to the competition, and that just the cold hard truth.
@Kirk Who knows, maybe the voice acting isn't finished yet and that's why the old man (I forgot him) doesn't have a voice. Or it's just a design choice, Zelda isn't the only game franchise that still uses text boxes instead of voice acting.
It's not even that I'm a fan of text boxes, I genuinely think it doesn't matter at all. My gaming experience doesn't change if there are voices instead of text boxes - as long as I can skip them, which finally is possible in Breath of the Wild.
Now imagine they would include voice acting and everyone would just skip it - what a waste of time and effort! I've played my fair share of open world games with voice acting on PC and honestly, I rarely listen to them. I usually skip them unless the game really has a compelling story, which rarely is the case.
In an earlier post I had also suggested they could offer both options and let the player decide between text or voice.
But tell me, why would it be a budget and resource choice if other Nintendo games do have voice acting? That makes no sense. Zelda is probably the Nintendo game with the biggest budget. If they wanted to include voice acting, they would (and the would have, like 10 years ago). But the reason has always been that Aonuma wants you to imagine things on your own (like reading a book), rather than giving you a voice so that you don't have to use your imagination.
Think about it, earlier Zelda games didn't include orchestral soundtracks (because Miyamoto thought it wasn't necessary), but then they decided to include it in Skyward Sword for the first time. A whole orchestra is arguably a lot more expensive than a handful of voice actors reading a few lines. So if it was a matter of resources, they probably wouldn't have included the orchestra.
As I said, I'm not a fan of text boxes, but it's their design choice and I respect that. Artists should never listen to fans but do what they think is best, because its their work of art, its their baby.
So no matter what they decide, I'm fine with it, because it's not our decision to make and because Zelda games (at least most of them) are awesome no matter if there is voice acting or not.
I love the design of this game,and hope they will continue to incorporate other elements in future games.
@shani "Artists should never listen to fans but do what they think is best, because its their work of art, its their baby."
Not quite as sound logic when said "artists" are creating commercial works for an audience of extremely knowledgeable consumers who both know what they want and have many examples of similar work created by other "artists" to use for comparison, which, if this "artist" doesn't fully take into account, they may lose all those consumers to one of the other "artists" who is actually giving them what they want and expect.
I think at this point in time the lack of voice acting for the NPCs in the main home console Zelda games is very much about trying to save a bit of time and money ultimately, regardless of what happened in the past or what excuses you might hear/read from someone at Nintendo. And, of course if it were included I'd hope there was an option to select either voice acting or dialogue boxes, and even both together if you like; To me, that would just be another obvious thing to do in 2016.
@Kirk So what? I don't see the problem. If you don't like their work of art, no one forces you to buy it. If voice acting is so important for you (which again, I don't understand, for me it's as insignificant as the menu color), than go buy a game that has it.
@shani So what? I don't care about your view or opinion that if I have an issue with the game I should just go elsewhere, rather than raising that issue in the hope that maybe it can be avoided or fixed in the future. If you don't like my take on things then stop reading my comments and stop responding. Do . . . you . . . understand?
@Kirk: I just made a fair point (that one shouldn't expect voice acting from this game and that if you think Nintendo is doing something wrong, you shouldn't support them by buying that game), no need to be rude about it.
I never even said that I'm against voice acting, I just don't get why you're waisting energy on something that probably won't happen anyway and why you're attacking me for stating the obvious.
Just make up your mind, either you want to play the new Zelda game or you don't want to support the lack of voice acting (go ahead and complain to Nintendo's support if you want). But acting like a child won't change anything.
@shani So, do you see how you continue to engage with me . . . even though you are not happy about what I'm am saying and the way I am saying it?
That's works in the same way when I continue to bring up issues and complaints with Nintendo's games, even though Nintendo doesn't often address those issues as I'd like and people like you would rather I didn't because it makes you cry when I complain about Nintendo.
I'm still going to complain about the things I don't like in Nintendo's games and consoles, regardless of what you say, because I'd actually like them to address those things, ideally now but at least going forward in the future.
Do . . . you . . . understand?
@Kirk I'm not unhappy about what you're saying, your inconsistent behaviour just puzzles me (and I actually want to help you, having voice acting would be nice). Still, nothing to cry about. In fact, I don't even think there's anything wrong with your complaints.
But don't you understand that Nintendo doesn't read your complaints on this site?
You say you want Nintendo to adress those things, but you don't want to actually do something about it? Why don't you complain to Nintendo directly or even start a petition (the most likely way to change their minds)?
Do you actually care about the issue of lacking voice acting or do you just rant for the sake of ranting? Because it seems like the latter.
@shani There's nothing inconsistent about my behaviour. lol
And you have to understand that while Nintendo almost certainly never reads my complaints directly, that doesn't translate into "Nintendo doesn't ever hear any of the complaints that people are making or issues that people are raising across the Internet, that it doesn't get a sense of people wanting and expecting more". Also, this is in fact one of the most popular Nintendo-centric sites out there, so the odds are that someone at Nintendo does indeed at least give it a quick scan every now and then, maybe even just to get and idea of the general sentiment among Nintendo fans.
I do something about it by putting the sentiment out there, along with many other people who do similarly, letting it float across/through the Internet in the hope that someone at Nintendo will pick up on it in one way or another and take note. That's enough for me to be happy that I'm making my voice be heard. All Nintendo needs to get, broadly speaking, is that is has to do better to fully satisfy anyone that is not already a blindly loyal fanboy. It needs to go that extra mile—by adding things like voice acting for the NPCs in Zelda for example, just like every single other AAA developer would absolutely have done by now—if wants to make people like me happy.
If I didn't care about the lack of voice acting I wouldn't have said I did.
And, if you want to help me, you could start a petition or write to Nintendo asking for it to include voice acting for the non-player characters in future Zelda games (ideally in this Zelda game too, but it's likely too late to do this for BotW now). . . .
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