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The Legend of Zelda: Breath of the Wild


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#361 Cukeman

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Posted 23 December 2015 - 02:14 AM

Any chance we'll get to slash Link's sword with the Wii Remote in a second game? I enjoyed that.


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#362 Shane

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Posted 23 December 2015 - 03:12 AM

Not confirmed, but based on the last year gameplay footage, the sword is mapped to a button on the gamepad. The only form of motion controls is bow aiming which I think is optional, depending if the aiming controls are anything like Wind Waker HD and 3DS Zelda remakes. But the gameplay might be outdated due to their delay, so who knows?



#363 SpikeReynolds

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Posted 23 December 2015 - 04:41 AM

I hope they just have cool items, amazing dungeons, and lots of gameplay.

 

I don't think there's a single old-school Zelda fan disagreeing with you on this.



#364 Koh

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Posted 23 December 2015 - 06:23 AM

They should have Roc's Items for the first time in a 3D Zelda.  They are easily some of the best items in the 2D games, adding a whole new plane to the equation in terms of maneuverability and gameplay, but they weren't executed like Startropics 2's or Terranigma's jump mechanics, making it look awkward when Link is at least twice as high in the air as a cliff, but can't jump up onto it.  In 3D space, that would be a non-issue, and could allow for some very interesting combat mechanics.  I'd easily take the Roc's Items over a Hookshot anyday, since the former can be used anywhere at anytime on command, and the latter requires very specific points to use it for traversal.


Edited by Koh, 23 December 2015 - 06:27 AM.


#365 Deedee

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Posted 23 December 2015 - 03:30 PM

The Hookshot is an iconic item in the series. There are more games with one than without. I believe the only games without some variant are Zelda 1, Zelda 2, Four Swords Adventures, and Spirit Tracks (Minish Cap has the Gust Jar, Four Swords and Seasons had the Magnet Glove, Ages had the Switch Hook, etc).

I'd honestly rather they lose bombs as a main dungeon item. If they are found in a dungeon, there should be a second dungeon item in there, or the bombs should have a super cool awesome twist.


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#366 Shane

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Posted 23 December 2015 - 03:43 PM

I don't think jumping should be limited to an item, but rather have it as an ability like in Skyward Sword. You could grab higher ledges and preform jump attacks with it. It would be less awkward that way since Link has been able to do ledge jumping and jump attacking since the very first 3D Zelda game. However, I would like the Roc's Cape to appear, but I think the Sail Cloth ruined its chance. I think the hookshot is a far more creative item, as Dimentio pointed out, it has a ton of variations, including the well-known double clawshot featured in Twilight Princess and Skyward Sword.

 

Though it's no lie I secretly wanted the Roc's Feather in the recent 3DS titles A Link Between Worlds and Tri Force Hereos. It would of worked there, in a more 2D-looking environment. 



#367 Koh

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Posted 23 December 2015 - 05:10 PM

The hookshot really isn't all that creative, it's just a grappling hook turned into a gun.  But it can still only be used in specific, designated spots, whereas something like the Roc's Cape affects the entire gameplay from that point onward.  So it'd create much more depth in terms of the gameplay, if they were to build more world and design such enemies making use of airborne tactics.



#368 The Satellite

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Posted 23 December 2015 - 05:13 PM

Now imagining Link flying around like Superman in 3D.


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#369 Jared

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Posted 23 December 2015 - 05:14 PM

The hookshot really isn't all that creative, it's just a grappling hook turned into a gun. 

 

A hookshot isn't creative, but a feather that lets you jump is?


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#370 Koh

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Posted 23 December 2015 - 05:19 PM

I never claimed the Roc's feather itself is creative.  I'm saying it adds a permanent new layer of gameplay to the table, and seeing a game designed around that would be more interesting, than yet another game that just plops down hookshot targets to grapple to every once in a while.



#371 Shane

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Posted 23 December 2015 - 05:20 PM

And a cape is just a cape. :P

 

Hookshot/Clawshot/Gripshot (all three are nearly the same) has a lot of potential. You can do platforming (for the lack of better words) along the walls, ceiling, etc. You can also stun enemies or hook onto them as a combat weapon. I imagine it would help also climb up mountains and perhaps get to much higher ground and get you across much bigger chasms. It's also a trial and error item, which is a good thing in exploration. I want to discover what I can hook onto (wood, vines, shields, etc.). But eh, to each their own. I wouldn't mind seeing both, but it seems the sail cloth will do quite nicely for this title. :)

 

Also speaking of feathers, I wouldn't mind seeing the Loftwings return...



#372 Cukeman

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Posted 23 December 2015 - 06:06 PM

I think developers would feel a need to redesign how overworlds are built in Zelda if they let the player jump. And it could be strange if there's suddenly pits and platforms and ledges all over the place (more than usual that is). That said, there are plenty of times I've wished Link could jump at will in OoT, he just feels so ground-bound in that game.


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#373 Nicholas Steel

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Posted 24 December 2015 - 05:31 AM

1) You can jump at will in Ocarina of time. You can hold Z, forward and attack to do a forward leap slash or Z, sidewards and Roll to do a sidewards jump! Or Z, Backwards and Roll for a back flip!

 

2) The Switchhook was far more interesting than a Hookshot but wouldn't be sensible in a 3D game :)

 

3) I agree Roc's Feather would be cool but it'd require a more platformer oriented environment design (Which I'd be all for) for it to be properly utilized.


Edited by Nicholas Steel, 24 December 2015 - 05:31 AM.

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#374 thepsynergist

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Posted 24 December 2015 - 06:07 AM

3) I agree Roc's Feather would be cool but it'd require a more platformer oriented environment design (Which I'd be all for) for it to be properly utilized.

Sounds like Ocarina of Time to me, only you didn't need a feather for it.



#375 Koh

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Posted 24 December 2015 - 08:24 AM

But in OoT, it was all on Rails.  It didn't require any player skill at all, Link performed all the jumps himself.  All you do is hold up.




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