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Legend of Zelda Wii U Gameplay Demo

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AdanVC

Member
Cool new bit of info from iJustine's Interview with Miyamoto saying that the game is mostly being designed so that you don't necesarily have to sit down and play for long periods of time but rather to match more of today's lifestyle where you just want to sit down and play for little bit and then continue doing other stuff but of course mantaining that Zelda aesthic always intact. So exciting cuz this sounds more like what they did with A Link Between Worlds.
 

The Boat

Member
Cool new bit of info from iJustine's Interview with Miyamoto saying that the game is mostly being designed so that you don't necesarily have to sit down and play for long periods of time but rather to match more of today's lifestyle where you just want to sit down and play for little bit and then continue doing other stuff but of course mantaining that Zelda aesthic always intact. So exciting cuz this sounds more like what they did with A Link Between Worlds.

I hope that means you can save anywhere, why you couldn't do that in ALBW is beyond me. Battery's running out and you don't have a save point nearby and/or somewhere to charge? *notmyproblem*
Not that running out of battery is a problem with Wii U, but still.
 

Tookay

Member
TP and PH were almost a decade ago now. things were way different back then. ST and SS were these exact keynote examples I mentioned. Note how all of this existed only in the pre-Nintendo Direct era.

Do not expect Nintendo to show off any games at GDC.
I'm not expecting anything.

But I think the idea that Nintendo is only going to keep its big reveals for Directs to be somewhat weird considering this thread's very existence is owed to the fact that Nintendo showed off new footage outside the Direct format, at a Geoff Keighley event no less.

And considering the history of Zelda and GDC, I don't see a lot of reason to exclude the possibility completely. Zelda is big enough to be featured in Directs and multiple game shows.
 

zeldablue

Member
Cool new bit of info from iJustine's Interview with Miyamoto saying that the game is mostly being designed so that you don't necesarily have to sit down and play for long periods of time but rather to match more of today's lifestyle where you just want to sit down and play for little bit and then continue doing other stuff but of course mantaining that Zelda aesthic always intact. So exciting cuz this sounds more like what they did with A Link Between Worlds.

Oh yeah...he said something similar before as well. I'm not sure how I feel about the pick up and play style. When I play Zelda, I'm putting time aside to really dig in. Like...3 to 9 hour play sessions. I ended up beating ALBW's in one sitting and that left me with mixed feelings.

I wonder how they expect you to accomplish anything in small sit downs? Didn't he say he wanted it to be easy to come and go into dungeons?
 

TheMoon

Member
What about Comic Con? (I don't know when that is) Eiji Aonuma showed off ALBW's at Comic Con last year and wanted to show Zelda U as well.

He was also blown away by American Zelda fans being...well, extremely passionate. He might come back with something big.

Comic Com is after E3. The only other event is PAX East which is after GDC. This is all just as unlikely since they probably want the big E3 blowout with the title and everything.
 
Cool new bit of info from iJustine's Interview with Miyamoto saying that the game is mostly being designed so that you don't necesarily have to sit down and play for long periods of time but rather to match more of today's lifestyle where you just want to sit down and play for little bit and then continue doing other stuff but of course mantaining that Zelda aesthic always intact. So exciting cuz this sounds more like what they did with A Link Between Worlds.

"Baby's first dungeon" dungeons all but confirmed.
:p
 

TheMoon

Member
Oh yeah...he said something similar before as well. I'm not sure how I feel about the pick up and play style. When I play Zelda, I'm putting time aside to really dig in. Like...3 to 9 hour play sessions. I ended up beating ALBW's in one sitting and that left me with mixed feelings.

I wonder how they expect you to accomplish anything in small sit downs? Didn't he say he wanted it to be easy to come and go into dungeons?

He did not say that. What he said was that this has things in it that allow you to do that. As in side-content. "hey let's pick some apples over here for character x" type stuff. Thought it's pretty obvious what this means. All it means is that it's not just 1-2h dungeons.
 

Tookay

Member
Comic Com is after E3. The only other event is PAX East which is after GDC. This is all just as unlikely since they probably want the big E3 blowout with the title and everything.
This type of thinking that they want to reserve everything for some E3 blowout probably would've led us into assuming that gameplay footage would not ever be shown at TGA either.

Do you see my point? I think all bets are off.
 

zeldablue

Member
He did not say that. What he said was that this has things in it that allow you to do that. As in side-content. "hey let's pick some apples over here for character x" type stuff. Thought it's pretty obvious what this means. All it means is that it's not just 1-2h dungeons.

That's awesome to hear.

But my play style will still be to binge play. xP
 
Cool new bit of info from iJustine's Interview with Miyamoto saying that the game is mostly being designed so that you don't necesarily have to sit down and play for long periods of time but rather to match more of today's lifestyle where you just want to sit down and play for little bit and then continue doing other stuff but of course mantaining that Zelda aesthic always intact. So exciting cuz this sounds more like what they did with A Link Between Worlds.

Justine thankfully also asked the question that we've all wanted to ask - is there going to be stuff to do on the overworld? I was very happy with this interview.

You showed the Zelda trailer and that's such a huge world. How is that going to be for you guys to approach as far as gameplay and story, because it's such a huge world.
With Zelda games, what we've always done is try to make them where you enter this big world of Hyrule and there's a lot to explore and discover, but because of the hardware limitations, what we've had to do is segment off each area and piece those segments together in a way that make them feel like a big world. Now, with the hardware capabilities of Wii U, we first started by saying if we can take an entire world the size of the world from Twilight Princess, and make that the size of as one of the area in the game.

Do you see that as a game where people will go to complete a certain mission and they end up doing fifty things along the way?
Yeah, there may even be times where you forget what your goal is, because you are doing other things on the side. There may be times where you go in to one big one long dungeon, or you're headed for a dungeon and doing other things on the side. What we're trying to do is design it in a way where you don't have to play it for a super long time, but more matched to today's lifestyle where you can think for a little bit, and say "maybe I just want to play for a little bit today and do this one thing." and get that thing done, then take a break.
 
You showed the Zelda trailer and that's such a huge world. How is that going to be for you guys to approach as far as gameplay and story, because it's such a huge world.
With Zelda games, what we've always done is try to make them where you enter this big world of Hyrule and there's a lot to explore and discover, but because of the hardware limitations, what we've had to do is segment off each area and piece those segments together in a way that make them feel like a big world. Now, with the hardware capabilities of Wii U, we first started by saying if we can take an entire world the size of the world from Twilight Princess, and make that the size of one of the areas in the game.

Do you see that as a game where people will go to complete a certain mission and they end up doing fifty things along the way?
Yeah, there may even be times where you forget what your goal is, because you are doing other things on the side. There may be times where you go in to one big one long dungeon, or you're headed for a dungeon and doing other things on the side. What we're trying to do is design it in a way where you don't have to play it for a super long time, but more matched to today's lifestyle where you can think for a little bit, and say "maybe I just want to play for a little bit today and do this one thing." and get that thing done, then take a break..

tumblr_m8w3k1CJxi1qb16gxo1_500.gif
 

zeldablue

Member
"Yeah, there may even be times where you forget what your goal is, because you are doing other things on the side. There may be times where you go in to one big one long dungeon, or you're headed for a dungeon and doing other things on the side."

That sounds awesome! @__@

Goodbye linearity! (You won't be missed at all!)
 
Do you see that as a game where people will go to complete a certain mission and they end up doing fifty things along the way?
Yeah, there may even be times where you forget what your goal is, because you are doing other things on the side. There may be times where you go in to one big one long dungeon, or you're headed for a dungeon and doing other things on the side. What we're trying to do is design it in a way where you don't have to play it for a super long time, but more matched to today's lifestyle where you can think for a little bit, and say "maybe I just want to play for a little bit today and do this one thing." and get that thing done, then take a break.

Man, I love doing this in games. I really hope they bring back a Bomber's Notebook equivalent or some kind of quest log for a world this big, though. Even in Skyward Sword there were a couple times I wished I had one. I could take physical notes of course, but it's always much snappier to have an in-game version.
 
I'm still pretty surprised they committed to a 2015 release... I really hope they've got a big team plugging away at content to fill this world with.
 

TheMoon

Member
That's awesome to hear.

But my play style will still be to binge play. xP

And nothing is gonna keep you (and anyone else^^) from doing that. Aside from you having to pay your power and internet bill. :D

I'm still pretty surprised they committed to a 2015 release... I really hope they've got a big team plugging away at content to fill this world with.

They have gone heavily into outsourcing and getting their support studios to help out.

Expect to see SRD (programming), Monolithsoft Kyoto (art assets/field design), maybe even 1-UP Studio (more art?), Mox (animation) and Digitalscape (temp agency) to appear in the credits.
 

Zero²

Member
Justine thankfully also asked the question that we've all wanted to ask - is there going to be stuff to do on the overworld? I was very happy with this interview.
Woah I cant wait s2
I wonder how the development of Xenocross is affecting Zelda, if it is at all.
 

BY2K

Membero Americo
Justine thankfully also asked the question that we've all wanted to ask - is there going to be stuff to do on the overworld? I was very happy with this interview.

If any of this is true, it should ease the concerns of people saying the world looked empty.
 
They have gone heavily into outsourcing and getting their support studios to help out.

Expect to see SRD (programming), Monolithsoft Kyoto (art assets/field design), maybe even 1-UP Studio (more art?), Mox (animation) and Digitalscape (temp agency) to appear in the credits.

Ah, that's good to know.
 

balgajo

Member
Now, with the hardware capabilities of Wii U, we first started by saying if we can take an entire world the size of the world from Twilight Princess, and make that the size of one of the areas in the game.

Shit man! And with tons of stuff to do....it's dream guys...
 

Kjellson

Member
Today on my way home from work I speculated that the title of this game could be just "The Legend of Zelda". Imagine if it's a reboot of the series that changes the whole open world formula thing so much so it's almost as a new thing. It would be the Casino Royale of Zelda.
 
I envy you people who can get excited over this, I really and truly do.
:p
If they just came out and said something like "Please understand, the narrative elements/events and dungeon order will be linear/semi-linear just so it's possible to have more level design complexity than what was seen in ALBW's, admittedly, rudimentary dungeon design." I'd be much more excited about this news.

Like I personally love the idea of doing a bunch of well-designed "non-linear" sidequest on the way to a dungeon but they still haven't addressed my biggest fears about how they're handling the most important aspect of Zelda's design, and seeing as they haven't been that tight lipped about the game I'd expect them to have done this by now.
It's worrisome.

I'm still pretty surprised they committed to a 2015 release... I really hope they've got a big team plugging away at content to fill this world with.

Despite the other poster talking about Nintendo's outsourcing I really, really don't expect this game to make 2015...and if it does make it out next year I wouldn't be surprised if it was rushed to the market.
 

TheMoon

Member
Despite the other poster talking about Nintendo's outsourcing I really, really don't expect this game to make 2015...and if it does make it out next year I wouldn't be surprised if it was rushed to the market.

Of course it's gonna be rushed. That's why Aonuma keeps going on and on about, that they're burning the midnight oil to get this done in time. Same as Miyamoto is doing with SF.
 
Absolutely, yes. I've got my fingers crossed hoping for a quest log in Zelda U. It's the one thing I'd say Zelda games need. I took a wee break in my play-through of Wind Waker and now I've got back to it I've forgot half of the side-quests I had going.

It really should be a standard feature, given how many sidequests there are in Zelda games on average.
 

zeldablue

Member
Is that supposed to be a good thing?

Edit: A rushed Zelda game combined with a comment like this, doesn't sound like something I want to be hyped for.
:p

Oh yeah...They said they're taking from OG Zelda. I assumed that would mean the game would have harder territories. That skull lake should be filled with brutal enemies. :p

It really should be a standard feature, given how many sidequests there are in Zelda games on average.

As long as it doesn't spoil the amount of content you need to cover. I don't like when games tell you what to expect.
 
I'm sure they'd delay it if they felt they really had to, but I also believe great art can be (and often is) made in less than ideal conditions.
 

TheMoon

Member
Oh yeah...They said they're taking from OG Zelda. I assumed that would mean the game would have harder territories. That skull lake should be filled with brutal enemies. :p

As long as it doesn't spoil the amount of content you need to cover. I don't like when games tell you what to expect.

Aonuma ended the E3 monolog with saying something along the lines of "fighting tough enemies is one convention we can keep, right?"

I feel like there's this thing where they need to bluntly state everything that could possibly worry someone because people like to assume the worst.
 

Dimmle

Member
I see how it is.

Sorry, Bagu.

I doubt this game's combat will be challenging especially given how the developer buzz on this game seems designed specifically to please the broadest audience possible. That said, I don't really expect challenging combat from a Zelda game anymore outside of optional "trial" areas.

I'd be absolutely ecstatic to be wrong.
 
As long as it doesn't spoil the amount of content you need to cover. I don't like when games tell you what to expect.

Typically quest logs are just blank. The only time I've seen an interface spoiler in one is MM, and in that case it was practically necessary with how all the NPCs' schedules worked.

Aonuma ended the E3 monolog with saying something along the lines of "fighting tough enemies is one convention we can keep, right?"

I feel like there's this thing where they need to bluntly state everything that could possibly worry someone because people like to assume the worst.

What he said was Zelda games having peaceful worlds that are violently upended is a convention they can keep.
 

ibyea

Banned
To be honest, I am worried that the world will be filled with menial, tedious tasks that many open world games suffer from. Xenoblade Chronicles comes to mind, overloaded with terrible sidequests (which is otherwise a great game). That said, I am still hyped, and I am accepting of any Zelda, open or linear. And I can pick and choose what to do, so it shouldn't be a big deal.
 
Oh yeah...They said they're taking from OG Zelda. I assumed that would mean the game would have harder territories. That skull lake should be filled with brutal enemies. :p

They could build a pretty cool scary dungeon or dungeon-like area around that Skull Lake...I swear to Nayru that I'll strangle every EAD3 dev if they don't take advantage of that place.
:p

Edit:
MM, TWW, TP and SS felt a bit "rushed"...

But I don't think it really ruined that much.

TP and SS definitely weren't rushed as far as I can tell from interviews and the like.
MM and WW are pretty much confirmed to have been rushed games, but it's a little more forgivable in MM's case. lol
 

ibyea

Banned
Edit:


TP and SS definitely weren't rushed as far as I can tell from interviews and the like.
MM and WW are pretty much confirmed to have been rushed games, but it's a little more forgivable in MM's case. lol

WW was way rushed. WW HD improved on things, so it is not my least favorite 3D Zelda anymore, but damn.
 

balgajo

Member
I envy you people who can get excited over this, I really and truly do.
:p
If they just came out and said something like "Please understand, the narrative elements/events and dungeon order will be linear/semi-linear just so it's possible to have more level design complexity than what was seen in ALBW's, admittedly, rudimentary dungeon design." I'd be much more excited about this news.

Really? I don't remember SS dungeon design, for example, being more complex than ALBW. Maybe it's because I got used to Zelda formula, but I would classify Zelda puzzles and dungeon design as easy in general. Maybe that's why I can't get excited about puzzles in Zelda anymore.

They could build a pretty cool scary dungeon or dungeon-like area around that Skull Lake...

And yes, I want this. I need something like Shadow Temple so badly.
 

zeldablue

Member
TP and SS definitely weren't rushed as far as I can tell from interviews and the like.
MM and WW are pretty much confirmed to have been rushed games, but it's a little more forgivable in MM's case. lol

SS took 5 years, but they had to restart the whole development when they decided to go with motion controls. The game probably didn't really ramp up in development until the tail end of it.

TP was in development hell...And TWW definitely had cut content and a strict deadline.
 
skyrim (bethesda guys) should steal as much from this demo as possible for their next game.

It looks great but c'mon, really? They barely showed anything in terms of actual content and features. Let's wait until we see more before we start telling others what to do just because 'omg open world Zelda'
 
Justine thankfully also asked the question that we've all wanted to ask - is there going to be stuff to do on the overworld? I was very happy with this interview.

I wasn't going to watch the Justine interview but I think I will now. This sounds amazing

With Zelda games, what we've always done is try to make them where you enter this big world of Hyrule and there's a lot to explore and discover, but because of the hardware limitations, what we've had to do is segment off each area and piece those segments together in a way that make them feel like a big world. Now, with the hardware capabilities of Wii U, we first started by saying if we can take an entire world the size of the world from Twilight Princess, and make that the size of one of the areas in the game.
 
SS took 5 years, but they had to restart the whole development when they decided to go with motion controls. The game probably didn't really ramp up in development until the tail end of it.

TP was in development hell...And TWW definitely had cut content and a strict deadline.

yeah, but that doesn't really indicate a rushed game, tons of games radically change during their development.
Unlike WW (and even MM in some respects), SS/TP are fully realized games with lots of dungeons/content and nothing that's equivalent to the missing Hyrule dungeons and triforce quest in Wind Waker.
:p

Really? I don't remember SS dungeon design, for example, being more complex than ALBW. Maybe it's because I got used to Zelda formula, but I would classify Zelda puzzles and dungeon design as easy in general. Maybe that's why I can't get excited about puzzles in Zelda anymore.

In SS's first dungeon you're using a combination of the player mechanics, level mechanics, the sling shot, and beetle to solve puzzles and get around obstacles; most intro dungeons in Zelda are super basic, and usually just exist to teach the player how to use the default player mechanics and then introduce them to one of the basic items like the sling shot. While I really don't mind this and accept why they do it, SS's Skyview temple was a really nice change of pace as far as I'm concerned.

And it's interesting that you talk about the Shadow Temple, because that dungeon involved the use of multiple items (Bombs, Arrows, Hover boots, hookshot, and the lens of truth) to tackle it's various obstacles and puzzles and almost none of the dungeons in ALBW came close to it's complexity in that regard.

Zelda puzzles don't need to be obtuse brain-melting stumpers, they just need to be varied, unique, and inventive.


Edit: Just to take break from being a Negative Nancy, I'm totally with you on having a shadow themed temple in the game but...I also want even more mixed themed temples like the Ancient Cistern (Water and Shadow was a genius combo).
 
yeah, but that doesn't really indicate a rushed game, tons of games radically change during their development.
Unlike WW (and even MM in some respects), SS/TP are fully realized games with lots of dungeons/content and nothing that's equivalent to the missing Hyrule dungeons and triforce quest in Wind Waker.
:p
I'd love to hear in what respect Majora's Mask isn't fully realized. It's brimming with actual thoughtful content, but it seems like people latch onto the "only 4 dungeons" thing and ignore that it's by far the most densely constructed 3D Zelda, made up almost entirely of unique scenarios that tie into a greater narrative arc and actually reward you with usable items instead of pointless fetch quests for a dozen different types of equally useless currency. Imo it's a much more realized vision than the paint by numbers worlds of TP and SS.
 
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