Legend of Zelda: Bow Down
Gotta have a pun
Legend of Zelda: Shooting the Shit
Legend of Zelda: Bow Down
Gotta have a pun
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'm not expecting anything.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.
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.
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.
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?
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.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.
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.
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.
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 thatthe size ofas oneof thearea 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..
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.
The Legend of Zelda and the Philosopher's Stone ;Pjust speculating here:
The Legend of Zelda: Stone of Eternity
That's awesome to hear.
But my play style will still be to binge play. xP
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.
Woah I cant wait s2Justine 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.
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.
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.
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.
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.
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.
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.
It really should be a standard feature, given how many sidequests there are in Zelda games on average.
I'm not sure Nintendo's ever put out a "rushed" game that has been of low quality, in my eyes. :-S
I see how it is.I'd like a man named Error.
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.
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 see how it is.
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.
MM, TWW, TP and SS felt a bit "rushed"...
But I don't think it really ruined that much.
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.
MM, TWW, TP and SS felt a bit "rushed"...
But I don't think it really ruined that much.
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
What he said was Zelda games having peaceful worlds that are violently upended is a convention they can keep.
I envy you people who can get excited over this, I really and truly do.
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.
They could build a pretty cool scary dungeon or dungeon-like area around that Skull Lake...
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
skyrim (bethesda guys) should steal as much from this demo as possible for their next game.
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.
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.
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.
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.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.