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Re: What do you hope for in the new Legend of Zelda game?
Well, I think that the new Zelda games should allow for some action in the air. You know, maybe riding dragons instead of Epona (or along with Epona) Or something of the like.
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Re: What do you hope for in the new Legend of Zelda game?
This is my post from the Wide-scale battle topic
There should definitly be more wide-scale battles then dungeons. I like to see horse back battles, water battles, air battles and an epic mix of all three. If they do another horse back battle, I would like to see it more difficult then the King Bublin battle. I literally demolished him in about a minute. And instead of battles with just Link, there should be huge armys having an epic battle on Hyrule field. Link should have to ask the Zoras, Gorons and the other races for assitance, but make complications along the way. Also I thought there were some pretty unique items in TP, like the balll and chain, the Spinner, and the Domianon Rod. |

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Re: What do you hope for in the new Legend of Zelda game?
Zelda needs to stop obsessing with traditional videogame logic and focus on exploration and adventure again.
The format recent Zelda games has followed is way too predictable and familiar. New Zelda games feel like just another take on something we've already been through before, and the thrill of venturing into the unknown is almost entirely absent. Traditional formulas govern everything in Zelda games now. You explore the majority of the overworld, including almost all the towns, during the game's first three dungeons. You enter a dungeon with some kind of elemental theme. You solve puzzles, find chests with keys, open locked doors. You fight a miniboss and get a new item. The dungeon teaches you how to use that item. You get the boss key. You fight the boss using that item, and rarely need to use that item again. You get a Very Special Artifact. You go back to the central hub of the overworld, and then travel into a different trail branching out from the hub. You explore the new environment and make your way to the new dungeon. Early in the game you will fight mostly Deku Babas and Bokoblins. Shortly afterwards you will face Lizafols, Moblins, then Stalfos, and towards the end of the game Darknuts. After the third dungeon there will be a plot twist, then you will be sent on a mission to collect a number of special artifacts that will allow you to enter the villain's lair. Before you proceed to the final dungeon, Ganondorf will capture Zelda and you will need to save her. I don't care if the next Zelda has a dramatic new gameplay system, better graphics, new gimmicks, or is in 2D or 3D, because most likely it will just end up being that same game all over again, with different features. That's not what I want from the Zelda series. These games are capable of accomplishing so much more, so why do they always sitck to familiar territory? Each new game should be dramatically different, focusing on achieving what couldn't be achieved in previous titles. Traditional dungeons should be for the most part abolished. Twilight Princess gave us enough variations of the formulaic Zelda dungeon, I'm not interested in playing a new Zelda with 7 or so dungeons that just continue that format with a different theme. Instead, there should be a greater emphasis on dungeon-like areas, like the Gerudo/Pirate Fortresses in OoT/MM, the Deku Palace, the Kakariko/Ikana wells, or Pinnacle Rock. Some of these could be short but interesting minidungeons, others could be on the same scale as traditional dungeons. Boss and miniboss battles would occur whenever they are dramatically appropriate. Dungeon-like gameplay should be integrated into overworld exploration. Say there's a region of the world you want to reach, but you need to cross a dark forest to get there. The journey would not be a simple, straightforward stroll through a new environment. It would be more like going through the Mysterious Woods of Koholint in LA. You would get lost. You would need to find ways to access different parts of the woods, like going through the cave in the Mysterious Woods to find the mushroom. Several characters would live in the woods, like Coro in TP, and you'd need to interact with them to progress. The woods would be infested with enemies. It wouldn't be a matter of you entering a room, seeing two or three enemies and killing them. Enemies would roam through the woods and continuously cross paths with you, so you couldn't kill all the enemies and then solve a puzzle without interruption. At some point you might come across an enemy hideout, like the Moblins' Lair in Koholint. In a deeper region of the forest you might find giant spiders that attack both you and the common enemies you had been facing up til then. The forest segment could culminate when you find the lair of a monstrous spider boss. After defeating it you'd make your way out of the woods and into the new region beyond the forest. A similar scenario could take place with mountains as the setting, for instance. The game wouldn't have a predictable format that tells you collect X number of artifacts from X number of dungeons, making it obvious from the outset how long the quest will last or how long it will be before the next plot twist. The game could unfold similarly to how Mario & Luigi: Superstar Saga did. Your objectives would constantly be changing as the story progresses, and you'd have no idea how long the story would go on.
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Re: What do you hope for in the new Legend of Zelda game?
Nicely said, Hylian Dan!
I think mini-levels like Ikana Castle, Gerudo Fortress, Beneath the Well, and Gerudo Training Ground have so much potential that is yet to be reached. They add variety to the game, and gives you a breath of fresh air since they are less predictable. In a main dungeon, you already know how it will all fold out; you need to fight the mini-boss, get the dungeon item, find the Big Key, then fight the boss using your dungeon item to get the heart container and the artifact you need to progress the game. With mini-dungeons, you don't even know for sure if you'll find a boss there! You don't know what you'll see or do there because they do not follow a strict formula like the main dungeons. I think the next Zelda should focus a lot of scattering mini-dungeons around the world, that way, you don't know when you'll find the next "main-dungeon". As for the main dungeons themselves, Nintendo shouldn't make them the only way to progress through the game. How about fighting a boss in a town? How about going through a dungeon strictly to get to the other side? How about beating a boss just to free an area from evil, rather than beating one to get the artifact? Nintendo really needs to try new things with Zelda Wii! Zelda is just too predictable now, and these changes should really fix that while still being true to what is Zelda.
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Re: What do you hope for in the new Legend of Zelda game?
actually that sounds kinda...fun!:XD
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Re: What do you hope for in the new Legend of Zelda game?
Here goes...
I want a less linear game, in simple words. I want less predictable dungeons, less repetitive items, less OoT-like feel in the game. Let's make something new. As for things that I do want, well...more unique items, for one. I feel like the Hookshot has been exhausted. Let's think of something new. I like the Hookshot/Clawshot, but it's old news. You can't give it a new name and call it something new; you've got to reinvent it. What I'd like to see is some freshness, like MM. It didn't follow the regular script of LoZ games and went to a new land, with new people, and new enemies, and new everything. It was just so NEW. Talk about what I'd want to see? Let's see some more creativity. EDIT: I'd really like to get some more replay value, as well. Create a buttload of side quests for the player to do, that wouldn't be available until you beat a certain dungeon. Say, when you got the bow, five or ten new sidequests would become available, that would focus around new and innovative use of the bow. Just think of the possibilities! "Oh, hi, Link! That strange man in green has been floating around my property lately on his gosh-darned balloon...I was wondering if you could take care of it?" *devilish smile* 2ND EDIT: Kee, you're right about the hidden potential of the mini-levels. When I first entered Gerudo Fortress in MM, it took me five bajillion tries to figure out what to do. The system of "shooting a Gerudo and having her faint for 10 seconds" was great. It added adventure, and you had to find out a good strategy. I can say, truthfully, that I went in and out of that place at least 20 times trying to figure out a great strategy.
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Re: What do you hope for in the new Legend of Zelda game?
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I'd also like to see more ongoing sidequests, like LA's trading sequence and MM's Anju/Kafei storyline. They're satisfying because you're able to make some progress early on with both of them, but you soon reach a dead end. Then after clearing a dungeon or two, you can make a little more progress. It makes the process more interesting than something like the quest for Ilia's memory. In that case it was clear there was a sidequest waiting for you, but you couldn't do anything about it until you reached a certain point, at which time the game comes to a grinding halt and forces you to go through all those sidetasks at once. The Anju/Kafei story was without a doubt the most compelling sidequest I've experienced. It doesn't seem quite as impressive when I replay the game and go through the whole sequence at once, but I was totally captivated by it the first time I played MM. To begin with, there was the initial curiosity triggered by noticing the silent boy with the Keaton Mask, and by noticing Anju's walk to the Laundry Pool while I was still trapped as a Deku Scrub. Other moments, like the Postman delivering the letter to Anju, started generating some suspense. When I regained human form, instead of immediately setting out for the swamp I wanted to investigate Anju's situation. Fortunately, I wasn't immediately presented with a roadblock (like not being able to do anything whatsoever to help Ilia). I got Kafei's Mask and was able to use it to delve into the mystery, talking to as many people as I could find with it, and occasionally coming across useful information. I'd be on the lookout for any unusual behavior from Anju. She'd leave her desk for some reason, to cook a meal or lock the door, and I'd become alert, wondering if this was some opportunity to learn more. Throughout the game, more and more pieces of the puzzle would fall into place. Early on I thought Anju's mother was obnoxious for yelling at Link when he wore the mask, but eventually I learned that her husband had also deserted her. Every time I made significant progress in the case, it was immensely satisfying. For instance, I talked to Anju on a whim and instead of getting the expected response, she set up the nighttime rendezvous. I was finally able to meet with Kafei, but then, I came to another dead end. A dungeon or so later, I tried the mission again and got the Keaton Mask and the Priority Mail, but I still had no idea how to help Kafei. After beating the main quest, while I was randomly wandering around the canyon, I noticed Kafei there and nearly had a heart-attack. After that discovery, I was finally able to complete the quest and was rewarded with a new mask, a piece of heart, and three new cutscenes. If you just consider the straightforward process required to reunite Anju and Kafei, you might not think it's that great. But it was how the game presented it that really sold it. It wasn't spoonfed to you ("Now Link, the time has come to restore Ilia's memory!"). It wasn't presented to you in a patronizing way, as many Zelda sidequests are ("Oh dear, I'm a helpless person with a problem. Don't you feel bad for me?"). You noticed some things that triggered your curiosity, and as you invetigated them you found that they were just the tip of a hidden iceberg. You'd make some progress before coming to a dead end, but you wouldn't know if it was because you had overlooked something or because you weren't far enough in the game to solve the sidequest. It gave you the sense that the world didn't revolve around Link, the very special hero, as most Zelda worlds do, but instead the world had depth of its own and it was up to you to figure out what was going on. I really want more ongoing sidequests like that. It's not like it's impossible to create something like that without the time system. Nintendo seemed to try to craft a few MM-style sidequests in TWW (such as with the kidnapped girls), but TP just lazily threw away a decade of progress and regressed back to OoT-style side crap. That brings up another point. New Zeldas need to build upon previous achievements and not just settle for what was acceptable years and years ago. Another example of this is enemy attack patterns. A flaw of OoT's combat system was that a large percentage of the time spent in battles was devoted to staring contests, waiting for the enemy to stop hesitating so that you could counterattack it or something. MM did away with that flaw. You very rarely had to wait around during combat. But then TWW reverted back to OoT-style enemies and the flaws of OoT's combat were revived. And they're still there in TP, most notably during the awful fights with Aeralfos, which flap around and stare at you for five minutes before letting you attack them. Puppet Zelda is another example. This flaw was already amended by MM! Why do we still have to deal with it?
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Re: What do you hope for in the new Legend of Zelda game?
I like that idea, Hylian Dan. One of the most engaging moments in Zelda history was trying to solve the Anju/Kafei affair. Thw game never comes out and says "Anju needs your help! Go find Kafei," instead, you have to pick up on this stuff. You know Kafei is missing if you talk to the Mayor's wife, but you have no clue that Anju is connected to him unless you do some detective work. I'd go on, but you explained the rest.
This whole idea has worked magic in the past, and could still be made better now! It adds to the experience if the game doesnt' force you to complete everything in order or in one sitting. It makes the adventure seem more immersive and endless. I really, really hope that Nintendo stops with holding your hand (and you and Mystic Link like to say) and let us figure things out on our own, having to leave quests and go back to them later without the game forcing you to do everything when it tells you! Too bad these posts will never reach Aonuma. ![]()
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Re: What do you hope for in the new Legend of Zelda game?
You make a good point Dan. I remember constantly trying to get through the Anju/Kafei sidequest on my first ever file on MM. The attempt in completing the sidequest took a lot of time, because, like you did, I always reached a dead end. My suspisions between the 2 were all over the place, and I'd often find myself just heading out towards an unbeaten area rather than revert to the quest.
A lot of frustration went in trying to get further into it, until I finally did the right things, and eventually got farther and farther. The quest itself opens a lot of doors to new discoveries in the game. It took me practically forever though to find Kafei hiding behind those rocks in the canyon... however, I ruined that experience once again when I jumped out to meet Sakon . I had to redo the quest again, knowing well I would have to hide, and I finally was able to complete the quest, and see the reunion between the 2 characters. As well as obtaining either an extra bottle or the Postman's Hat (you couldn't attain both in the same quest).It was well worth the frustration and constant redos, because that quest is really what tied me closer to MM. The true human emotions and depth the game portrays, Link isn't the only important person out there... you have a whole world of people who have issues and are of importance. I'd like to see more sidequests as in-depth as this in future Zelda games. Unfortunately I doubt we'll see anything similar... one reason the Anju/Kafei sidequest worked so well was because of the well built scheduling done within the time limit mechanics. Unless we see some sort of time contraining system in future Zeldas... I doubt the sidequests will be all that fulfilling as this one was.
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Re: What do you hope for in the new Legend of Zelda game?
How about the enemy A.I.
1.enemies should fight againist eachother.There are 2 teams the first team are ganon's minons then here comes the lizalfos.All animal enemys will kill anything. 2.don't make the enemies have a range limit. 3.Stop making the humanoids barbarians.Make them like the other races. 4.Enemies should hide and sneak up on you. I will soon talk about the overworld. |

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Re: What do you hope for in the new Legend of Zelda game?
I heard that on some other forums, but I haven't seen a source. Can you give me a source for that, please?
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Re: What do you hope for in the new Legend of Zelda game?
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Re: What do you hope for in the new Legend of Zelda game?
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Re: What do you hope for in the new Legend of Zelda game?
nicer then twilight princess and bigger worlds, longer gameplay also
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Re: What do you hope for in the new Legend of Zelda game?
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