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Hyrule: Land of Heroes

Joined
Apr 11, 2020
My idea for a brand new Zelda experience with very mature themes, similar in style to Majora's Mask and Twilight Princess with an art style similar to BOTW's cell-shaded graphics with a grayer, more depressing color-palette.

Story
The entire game's story is very different from the standard Hero's Journey we've seen in most Zelda games. This particular story starts in medias res at the very end of a grand Zelda adventure. What we witness is the unfortunate aftermath of said adventure. In this future, a grand army of darkness sweeps across the land. As a form of leverage for their continued amnesty, as well as a workforce for their war machines, for every town they invade, they steal the firstborn child of every family. That is where our Hero comes in. Through sheer luck, determination, and help from his fellow prisoners, the young boy escapes the dungeons in which he's held. With nowhere else to go, the boy sets out into the forests of Hyrule, seeking supplies and shelter. Along the way, he trudges through great swamps, peruses the ruins of old fortresses, and dispatches tribes of hungry Bokos before finally reaching an old town. There, he is informed that the Royal Army stopped responding to distress signals after the King's daughter was captured as well. There, the boy is given his goal, to ride for Castle Hyrule to inspire the King to take action. When the boy arrives, he sneaks into the castle and greets the king. What was once a great ruler is now a shell of a man, driven insane by the loss of both his wife and his only daughter. The hopelessness in his eyes quickly melts away as he lays his gaze upon the boy. "Link!" he yells with vigor. The King informs him of the situation, begging and pleading for the boy to rescue his only family. Before the boy sets off on his adventure, the King bestows upon him a Hylian Longsword issued by Knights of the Royal Family, a dull-green tunic, and a hooded cape stitched from the pelt of a wolf. From then on, you have a wide range of locations to visit to not only prepare yourself for your ultimate battle, but to also gather clues as to the whereabouts of the dungeon the Princess is being held in.

Gameplay
Similar to Breath of The Wild with various physics-based environmental interaction. A trait that not only applies to puzzles but also enemy encounters, as being able to use the environment around you can often lead to victory. Combat is more-or-less souls-like, involving carefully timed dodging, blocking, and attacking, as well as armor and weapon management. The environment attempts to meld both Classic Zelda and BOTW in terms of map size, leaving plenty of space to explore and marvel at the scenery, but not too much as to seem bloated and without content, a trap that many Open-World games seem to fall into. The map is similar in style to Fallout: New Vegas in which Every location within the game serves a purpose, either by enriching the lore by telling stories of those that came before you, or rewarding you for taking the time to explore your surroundings with weapons and armor.
 

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