A lot of talk around Skyward Sword seems to be about all the changes the game is supposed to bring to the series, but in this thread, I want to talk about some of the things that I hope they don't change in the game. Aonuma has already explained that there are certain things that they can't change in the series, and I will elaborate on some of these various factors.
The Dungeons
We've all heard that Skyward Sword is going to be altering the flow of the Zelda formula, changing the field, dungeon, boss routine we've grow used to, but there are things that they can't change without making the game too linear.
If say you were in a field, and you frequently came across the type of puzzles you would normaly find in a dungeon, you wouldn't be able to distinguish the fields area from their dungeon counterparts. It would be like being in a single constant dungeon. What Nintendo should do, is bring more field elements into the dungeons, but less vice versa. So you would have bigger areas in the dungeons themselves, and possibly the dungeons could be less closed in, but more open. I don't however want to see puzzles in the field.
Aonuma has stated that there is "a distinct line between fields and dungeons", I hope they retain this in Skyward Sword.
3 first Dungeons
In all 3D Zelda games, (except Majora's Mask and Wind Waker) there are 3 "tutorial dungeons", were you get acustomed to the game mechanics and the puzzles. Also, in these dungeons, you collect 3 artifacts, or items, that will help you get to the Master Sword (Wind Waker features this to an exstent.) I hope we will get our tutorial dungeons in Skyward Sword, because we will have to get used to the new types of puzzles the game is sure to include, and also because we know that the Master Sword is in the game, and it would follow the pattern to play through the first few dungeons, and then the Skyward Sword turns into the Master Sword (somehow).
Closing
Lastly, I hope they keep all thos little things that we love, like breaking pots, and blowing up walls, you know what I mean. Please tell me what you want Nintendo to do with this new game in terms of keeping the old, or throwing it out...
The Dungeons
We've all heard that Skyward Sword is going to be altering the flow of the Zelda formula, changing the field, dungeon, boss routine we've grow used to, but there are things that they can't change without making the game too linear.
If say you were in a field, and you frequently came across the type of puzzles you would normaly find in a dungeon, you wouldn't be able to distinguish the fields area from their dungeon counterparts. It would be like being in a single constant dungeon. What Nintendo should do, is bring more field elements into the dungeons, but less vice versa. So you would have bigger areas in the dungeons themselves, and possibly the dungeons could be less closed in, but more open. I don't however want to see puzzles in the field.
Aonuma has stated that there is "a distinct line between fields and dungeons", I hope they retain this in Skyward Sword.
3 first Dungeons
In all 3D Zelda games, (except Majora's Mask and Wind Waker) there are 3 "tutorial dungeons", were you get acustomed to the game mechanics and the puzzles. Also, in these dungeons, you collect 3 artifacts, or items, that will help you get to the Master Sword (Wind Waker features this to an exstent.) I hope we will get our tutorial dungeons in Skyward Sword, because we will have to get used to the new types of puzzles the game is sure to include, and also because we know that the Master Sword is in the game, and it would follow the pattern to play through the first few dungeons, and then the Skyward Sword turns into the Master Sword (somehow).
Closing
Lastly, I hope they keep all thos little things that we love, like breaking pots, and blowing up walls, you know what I mean. Please tell me what you want Nintendo to do with this new game in terms of keeping the old, or throwing it out...