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Proposed Setup for Legend of Zelda Revolution
This setup uses the nunchuck attatchment. It assumes that there are no other groundbreaking Revolution revelations will be utilized (which could be totally false, but I'm working with what we currently know).
Typically, I often find fan created ideas to be a bit lacking. I'll say right off the bat that creativity is not my area of expertise. I still think the following setup will be a worthwhile read as I believe that I am more capable than your average fanboy of coming up with a competent, unique control scheme. Whether it would actually work in practice is a whole 'nother question which I'll sadly never know the answer to. Major concepts of this control scheme: -Blur the line between 2D and 3D Zelda -Introduce something totally new that could still fit the series -Drops Z-targeting -Emphasis on improving the combat and allowing complex actions to be carried out with ease. Controls: ![]() Analog Stick -- Move A-- Context sensitive action button, roll B -- Ready Sword (use readied items) Dpad -- Toggle/Equip Items or armor (D up for first person view, equip 3 items to toggle) Z1 -- Ready Equipped Item Start -- Pause Z2 -- Secondary function of equipped items Hm . . . interesting. Doesn't seem like many actions, huh? This control system would indeed be quite radical, but the key will be in liberal use of the remote. When neither your sword nor an item is "readied" the remote will act as a camera. Compare it to dual analog in an FPS. This will allow the player to keep enemies in view while eliminating lock on. It should also allow strafing and whatnot. The combat would be much more challenging. Much like RE4, you must hold down B before you can swing your sword. Doing so will change the remote's function to swinging your sword. Unlike RE4, you can still move and attack at the same time, but you have lost your ability to move the camera. Making precise strikes and landing blows might actually pose a challenge. On the other hand, you are given far more freedom in your attacks, as Link will swing his sword in a way that mimics the way you move the remote. Many new techniques are opened up. This could become highly strategic--no more button mashing. When you're sword is ready, holding down Z2 opens enables advanced sword techniques, like the spin attack, jump attack, or combos. In otherwords, Link will not swing his sword until you let go of Z2, allowing you to map out a series of actions (within reason). I think dedicated players could have a blast with this feature. R+A would trigger a jump attack, and holding down R and rotating the remote would naturally trigger a spin attack. Holding down R and moving the remote back, along with correct timing, could trigger a parry. Now for other items . . . You will equip up to 3 items you can toggle through using Dpad right. Dpad left will hand tunics. Dpad down shall handle boots. After selecting the desired item, you press Z1 to ready it, much like the sword. And, much like the sword, the remote takes over from here, giving each item a unique flavor and allowing us to interact with them in totally new ways. Take the boomerang. Just like with what we've seen in Phantom Hourglass, the Remote will allow us to map out a trajectory prior to throwing it. However, it is even more interesting on Revolution, in my opinion. The sensors can detect depth. So you ready your weapon with Z1 . . . and the camera goes right behind Link as seen in OoT/MM/WW. A subtle, dotted line appears. Moving the analog stick looks around, while moving the remote--you guessed it--maps out a path for the boomerang to follow. Moving the remote back and forward will tweak distance . . . by pressing Z2 (secondary functions of items allowing greater depth), you mark a point where the 'rang will curve! Then you draw a new path. The overall number of curves and distance traveled would of course be limited. I fear this might get just a tad complicated, but geez, if you understand what I'm getting at here, it sure is exciting. Oh, and to actually unleash the boomerang, you would press B. But what if you want to use it in combat? Well, you can, but it won't be as easy as it was with the OoT/MM/WW setup. By pressing up on the Dpad, you can switch between behind the back view and normal view while an item is equipped. In normal view, the analog stick's function will obviously return to moving Link. You will now simultaneously be able to move Link around and aim your items. Again, it could get a little confusing. Imagining exactly what this would look like would is difficult. So, these are the basics of my control scheme. I forgot to cover one thing. Moving the remote backward will cause Link to raise his shield; however, unlike 3D Zeldas to this point, shielding will take skill. You will be required to position yourself between the attack and your shield, since lock on will no longer be able to do it for you. Ways other items could be used: Bow: Ready with Z1. Load arrows by pressing B. Aim by moving the remote. Adjust power by moving the remote back (gameplay depth again). Let go of B to let fly with an arrow. Z2 switches arrow types. Net/Hammer/Shovel/Lantern Ready with Z1. Function pretty much like a sword, but with a decidely different feel about them. Z2 could use a fire attack with the lantern. Moving the remote around would cause Link to move the lantern and light up new areas. I like little touches like that. Hookshot: Ready with Z1. Load by pressing and holding B. Aim with remote. Hook onto something. Let go of B to pull yourself to the object. Pull the remote backward to pull the object to you. Grappling Hook: Ready with Z1. Lasso by rotating the remote to build up momentum, then abpruptly move the remote forward when the appropriate amount of power has been obtained. Pull the remote backward at the appropriate time to cause the rope to come back and latch onto a something. While swinging, use the analog to have Link climb up or down. Move the remote back and forth to build momentum. Bombs: Ready with Z1. Pull out and set by pressing B. Throw by making a throwing gesture with the remote. Finally, bombs that can be accurately thrown to where you desire. Power can be adjusted depending on your speed. Well, this could pretty much go on forever. Give me your thoughts. Tell me if notice any loop holes. Enhance my ideas or create your own. Ask questions if confused. That's about it.
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#4
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Re: Proposed Setup for Legend of Zelda Revolution
I like your idea. I hope the controls for Zelda revolution doesn't get too complicated.
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![]() ![]() Technology is a process the vessel uses to perfect itself. Today's scientists have substituted mathematics for experiments, and they wander off through equation after equation, and eventually build a structure which has no relation to reality. |

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#5
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Re: Proposed Setup for Legend of Zelda Revolution
Great detail and depth but alot of things would be lagging in gameplay and you would take many blows before you could remember to do those things, just remember how frenzied and ruthless the enemies are, Nintendo wants to make it simple for new people and still keep the Zelda spirit for old gamers.
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#6
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Re: Proposed Setup for Legend of Zelda Revolution
You're in a battle. You need to equip another item very quickly, or you will be in extreme danger. You tap DPad-Right quickly until you land on the item you need. But...you've made a mistake. You hit DPad-Right one too many times, and skipped the item. Now you have to go all the way around again to get to it, putting yourself in danger. << Really, tunics and boots don't need to be quick-mapped, I would say. Let's just stick with the three-button equipment setup and leave the clothing to a menu.
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#7
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Re: Proposed Setup for Legend of Zelda Revolution
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A functions exactly like OoT/MM/WW. B Readies sword Z1 Readies item Remote uses the item/sword The depth comes not from pressing more buttons, but moving around a remote in a realistic way--actions that might come quite naturally to people. The control setup allows the player to connect with their items in a totally new and more intimate way (heh, that sounds a little strange . . .) |

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#8
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Re: Proposed Setup for Legend of Zelda Revolution
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On the Revolution, though, using it shouldn't be nearly as cumbersome. In the midst of a battle you'd be able to make a quick escape, unlike in the current games in which you have to fumble around with aiming it for awhile, by which point whatever enemy you're trying to avoid will already have attacked you in most cases. Another good scenario for it would be in a crumbling building. You have to escape quickly, and you can use the Hookshot to quickly pull yourself out of danger. Quote:
I think it'd be great if in many of the areas that have you use the Grappling Hook, you'll have to dodge a number of enemy attacks. Projectiles could be launched at you, and you'd have to be timing your swinging to avoid them. If you stay near ground level or ledges too long, baddies would take a swing at you. If a Keese is swarming around you, with a powerful, well-timed swing you could ram into it, knocking it out. Certain small and annoying enemies (Miniblins?) could even try to grab onto you while you're using the Grappling Hook. And if an NPC is in peril, you could swing past them and they'd cling to you until you bring them to safety, similar to how you would rescue Marin in Link's Awakening. Alright, forget my above complaint. |

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#9
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Re: Proposed Setup for Legend of Zelda Revolution
hmm..... I'm not sure, but I think that if you're using the nunchaku (whatever) configuration, then the d-pad is quite difficult to use... I read it somewhere, hmmm... the dpad works when you hold the controller like the NES one... but the nunchaku....hm I really want to have a revolution controller in my hands!
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