- Joined
- Feb 5, 2011
What we do know is that it will re-think two conventions:
1) Playing the game alone (Given The Wind Waker HD and its usage of Tingle bottles, it seems this is what Aonuma meant)
2) Linearity (A Link Between Worlds shows us non-linearity could work)
We also know some ideas used in The Wind Waker HD will remain.
However, since we aren't going to hear anything else until E3 2013 (unless they show concept art or something before then) we know nothing else, so all we can do is theorize.
As such, I think know is a good time to go over other conventions the game will need to help it stand out more. Granted each game has something in their gameplay that helps them standout, but for now, these are just typical Zelda conventions that I feel Zelda U needs to tackle.
1) The item you attain in a dungeon is the only way to defeat a boss. (Granted it makes sense they'd be guarding something that could potentially take them on, but at the same time it'd be great if the method was optional rather than the rule)
2) You can't go here or there without this item (Part of the above, in game like Ocarina of Time, you can't reach a certain point until you either claim an item or defeat a boss. Again, I'd rather those be optional)
3) Nothing after the final boss (The only game I know of that continues after defeating the final boss is the Oracle games. Admittedly, some folks, myself included, like to battle the final boss again to see how much better they can be defeated, but I still think the idea of Link hanging out with Zelda after saving her or seeing the aftermath of defeating the villains and make side-quests out of helping people get their lives back on track might also be interesting)
As for other things this game will need to help make it a strong entry, in my opinion anyway.
1) An open, seamless world (Something Aonuma mentioned they're getting from The Wind Waker HD, as in the no load times for when you enter a town and you don't need to load to see buildings of something from far away) Admittedly, I'm one of those who liked Twilight Princess for its huge overworld but I agree it needed more things in it.
2) A greater connection between Link and Zelda to give a good reason for why he has to save her other than to save the world (Granted there's nothing wrong with saving the world, but one of the reasons Skyward Sword became my favorite is because of the bond that you see between Link and Zelda. So I think that having them be close to one another rather than being complete strangers like in Twilight Princess is preferable)
3) More diverse dungeons. (I'm sure we all know that a game is going to have at least a forest, fire and water dungeon; like Pokemon, that's another convention of Zelda though its one I don't mind. However, something I really wish we received in Skyward Sword, and only mildly disappointed with in A Link Between Worlds, is the ice dungeon. I honestly feel that there aren't enough of them. On top of that, it's been a while since we had dungeons in swamps. Also, I agree with Axle, we could use a haunted house for a dungeon. Basically, dungeons that stand out more or are more outside the box in terms of location.)
What else would you feel Zelda U needs to have or needs to change?
1) Playing the game alone (Given The Wind Waker HD and its usage of Tingle bottles, it seems this is what Aonuma meant)
2) Linearity (A Link Between Worlds shows us non-linearity could work)
We also know some ideas used in The Wind Waker HD will remain.
However, since we aren't going to hear anything else until E3 2013 (unless they show concept art or something before then) we know nothing else, so all we can do is theorize.
As such, I think know is a good time to go over other conventions the game will need to help it stand out more. Granted each game has something in their gameplay that helps them standout, but for now, these are just typical Zelda conventions that I feel Zelda U needs to tackle.
1) The item you attain in a dungeon is the only way to defeat a boss. (Granted it makes sense they'd be guarding something that could potentially take them on, but at the same time it'd be great if the method was optional rather than the rule)
2) You can't go here or there without this item (Part of the above, in game like Ocarina of Time, you can't reach a certain point until you either claim an item or defeat a boss. Again, I'd rather those be optional)
3) Nothing after the final boss (The only game I know of that continues after defeating the final boss is the Oracle games. Admittedly, some folks, myself included, like to battle the final boss again to see how much better they can be defeated, but I still think the idea of Link hanging out with Zelda after saving her or seeing the aftermath of defeating the villains and make side-quests out of helping people get their lives back on track might also be interesting)
As for other things this game will need to help make it a strong entry, in my opinion anyway.
1) An open, seamless world (Something Aonuma mentioned they're getting from The Wind Waker HD, as in the no load times for when you enter a town and you don't need to load to see buildings of something from far away) Admittedly, I'm one of those who liked Twilight Princess for its huge overworld but I agree it needed more things in it.
2) A greater connection between Link and Zelda to give a good reason for why he has to save her other than to save the world (Granted there's nothing wrong with saving the world, but one of the reasons Skyward Sword became my favorite is because of the bond that you see between Link and Zelda. So I think that having them be close to one another rather than being complete strangers like in Twilight Princess is preferable)
3) More diverse dungeons. (I'm sure we all know that a game is going to have at least a forest, fire and water dungeon; like Pokemon, that's another convention of Zelda though its one I don't mind. However, something I really wish we received in Skyward Sword, and only mildly disappointed with in A Link Between Worlds, is the ice dungeon. I honestly feel that there aren't enough of them. On top of that, it's been a while since we had dungeons in swamps. Also, I agree with Axle, we could use a haunted house for a dungeon. Basically, dungeons that stand out more or are more outside the box in terms of location.)
What else would you feel Zelda U needs to have or needs to change?