Zelda Wii U needs to bring non-linearity, especially after the incredibly linear Skyward Sword. Much like Metroid: Other M, Skyward was always holding your hand, telling you where to go; I hate that. While incredibly cryptic, the original Legend of Zelda did non-linearity the best because, while the dungeons were numbered, that didn't necessarily mean that you had to complete them in that order. That game gave you something that's in very few games today, and that was freedom, which is what Zelda Wii U could really use. I'm glad to see that Aonuma is starting to realize this and will hopefully give the player the choice to do some things in any order they choose.