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The Legend of Zelda: Breath of the Wild


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#166 LinktheMaster

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Posted 14 June 2014 - 09:50 AM

It's only been mentioned several times in the thread so far. :blah:


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#167 Nicholas Steel

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Posted 14 June 2014 - 08:19 PM

Less hand holding is a good thing.  Obviously it shouldn't become wiki/walkthrough video bad, but a game that forces you to actually explore the world and find things on your own is welcome in my book.

 

Indeed, Zelda: A Link Between Worlds has barely any hand holding and is a very open ended game, and it works fine. The constant barrage of tutorials in Mario & Luigi Dream Team and Fi in Skyward Sword are just... ultra lame, dull, uninspired and booooring.

 

Edit: I think he's talking about taking a cue from the Gameboy Colour Zelda games, specifically that what you learn as you progress through a dungeon will always be helpful in things yet to come instead of dungeons typically only featuring gimmicks exclusive to that dungeon/place.


Edited by franpa, 14 June 2014 - 08:26 PM.


#168 The Satellite

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Posted 15 June 2014 - 01:40 PM

http://www.gengame.n...he-story-takes/

 

Not sure what this means, but it'll be interesting to see, though I hope it doesn't have any of that good ending/bad ending bullshit. According to the comments section it isn't though, by one of the guys who was part of the interview. That's relaxing.



#169 Eddard McHorn Van-Schnuder

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Posted 15 June 2014 - 01:49 PM

http://www.gengame.n...he-story-takes/

 

Not sure what this means, but it'll be interesting to see, though I hope it doesn't have any of that good ending/bad ending bullshit. According to the comments section it isn't though, by one of the guys who was part of the interview. That's relaxing.

Maybe they'll take some cues from The Witcher 3. That'd be great, because those games are insanely great.


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#170 LinktheMaster

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Posted 15 June 2014 - 04:50 PM

http://www.gengame.n...he-story-takes/

 

Not sure what this means, but it'll be interesting to see, though I hope it doesn't have any of that good ending/bad ending bullshit. According to the comments section it isn't though, by one of the guys who was part of the interview. That's relaxing.

It's hard to say. :( If you recall, they said something similar for ALBW, and that didn't matter too much.



#171 The Satellite

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Posted 15 June 2014 - 04:56 PM

I think then it was a misinterpretation, I forget the quote now but all it ended up meaning I guess was that the cutscenes after each dungeon were shuffled around so they always played in the same order no matter which dungeons you beat first. I dunno. Not that they were really cutscenes so much as Hilda talking to Zelda's painting. This quote...

 

... might probably just end up meaning you can set your own pace.



#172 Ventus

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Posted 15 June 2014 - 07:21 PM

I suspecting that this game might be one of the most open Zelda games yet. Mainly because looking at the E3 showcase where Aonuma is talking about it he says "You can enter any area from any direction" and he also says "You can even reach the mountains in the distance if you walk far enough"

 

That really make me think they are taking a try at a open world game this time around.



#173 NoeL

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Posted 15 June 2014 - 11:56 PM

Sounds even more like they might be doing a The Elder Scrolls thing. Maybe the dungeons are more connected with the people living nearby rather than just these things that exist that no one ever seems to talk about? The fire and water temple in OoT were like that - you're not beating the dungeon just for the medallion, but to save a race of people. So you stumble across a town, they tell you about the dungeon and why you need to go in there, which then sets off a quest line about doing all the little side things required to even enter the dungeon, then you beat it and everyone rejoices. I think every area would need to be unique enough to justify revisiting after you've beaten the dungeon, but then again it kind of fits the theme to have a wandering hero going from town to town without turning back.
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#174 The Satellite

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Posted 16 June 2014 - 12:05 AM

That actually sounds kind of badass. I'd dig a Zelda game like that.



#175 LinktheMaster

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Posted 16 June 2014 - 12:07 AM

I just really hope they don't go full Elder Scrolls. :( I don't want a mostly barren world where you pretty much have to fast travel everywhere.  I don't want most of the game to be boring side quests that don't give you much sense of accomplishment at the end.

 

So, hopefully it'll be a Zelda game... just to a grander scale.


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#176 Tree

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Posted 16 June 2014 - 12:20 AM

I just really hope they don't go full Elder Scrolls. :( I don't want a mostly barren world where you pretty much have to fast travel everywhere.  I don't want most of the game to be boring side quests that don't give you much sense of accomplishment at the end.

 

So, hopefully it'll be a Zelda game... just to a grander scale.

I'm sure Nintendo won't stray too far from the Zelda formula. There's only so many changes you can make to the core formula before you can't even call it a Zelda game.


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#177 nicklegends

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Posted 16 June 2014 - 04:33 AM

I'm expecting a mix of the opinions above. I think Nintendo will deviate from the "Zelda formula" in some very significant ways, but retain much of the same gameplay otherwise. It'll keep things familiar but fresh. With this said, I hope Nintendo leans toward the bolder side. I think a new game format would inspire a whole host of ideas that fit Zelda nicely.
 

I'm sure Nintendo won't stray too far from the Zelda formula. There's only so many changes you can make to the core formula before you can't even call it a Zelda game.

This may be true for Nintendo, but it's definitely not a universal principle. The differences between Pac-Man and Pac-Man 2 come to mind (but that's an extreme example; I know). :P

#178 Koh

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Posted 16 June 2014 - 08:54 AM

I just really hope they don't go full Elder Scrolls. :( I don't want a mostly barren world where you pretty much have to fast travel everywhere.

That was Ocarina of Time, ha ha.  Enter the field, do a 180, and fast-backstep your way across the barren Hyrule Field to get from point A to point B.  Even at night, since the enemies didn't pose a threat.  So hopefully they're knowledgeable to put some things of interest out in the field this time around, instead of just random holes in the ground.  I enjoyed Oracle of Seasons' and Ages' overworlds for this reason, because you had to do some minor puzzle solving on the overworld too, to find secrets, like adjusting the seasons properly to reach treasures and caves, or travelling through time periods in such a way to scale an otherwise un-scaleable cliff.


Edited by Koh, 16 June 2014 - 08:58 AM.


#179 Shane

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Posted 16 June 2014 - 09:14 AM

I think you kinda missed LinktheMaster's point. Ocarina of Time was nothing like Elder Scrolls, and as far as I'm aware, the Elder Scrolls didn't influence it whatsoever. Zelda U, however, looks like it is keeping the Elder Scrolls in mind to achieve a vast world. But something to keep in mind, a lot of people are afraid it will be too much like Elder Scrolls. I don't really think Zelda needs to compete with something like the Elder Scrolls series, but I would love to explore an open world nonetheless.



#180 Koh

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Posted 16 June 2014 - 09:18 AM

Are you kidding?  The world totally allowed you to explore around once you entered Hyrule Field.  The problem was, there wasn't much to see out there, much like Skyrim and such.  If that's not similarity, I'd need your personal definition of that word.  


Edited by Koh, 16 June 2014 - 09:19 AM.



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