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Zelda Wii U - Recap of 5 hours gameplay stream

So here's ProJared playing the demo. https://www.youtube.com/watch?v=FY0i9OL96-E

He zooms out the map and actually starts scrolling up and you can see just how goddamn massive the map really is.

It's incredible.

And the map was zoomed in actually has a lot of details.

EDIT: Stamina upgrades also confirmed.

Of course they are. There was no way Link could make it up that huge cliff seen in the trailer with his demo stamina and food to replenish it. Now the question is if they'll be discrete upgrades or happen naturally through experience/leveling up
 

3phemeral

Member
true true^, or by virtue of upgrading your climbing skill you also upgrade link's ability to hold on to surfaces?

I think his entire climbing mechanic is based off of stamina. I don't know if they showed anything else that would indicate a difference in climbing surfaces other than "the shrine's walls are too slippery for Link to climb." But I think that's more "this was by design" and less "Link will have to learn how to climb different surfaces."
 
I think his entire climbing mechanic is based off of stamina. I don't know if they showed anything else that would indicate a difference in climbing surfaces other than "the shrine's walls are too slippery for Link to climb." But I think that's more "this was by design" and less "Link will have to learn how to climb different surfaces."

They also mentioned that rainy weather would make climbing difficult as cliff sides would become more slippery.
 

3phemeral

Member
They also mentioned that rainy weather would make climbing difficult as cliff sides would become more slippery.

Oh, that's nice. I didn't catch that on stream. I imagine that climbing itself will be always be consistent but other factors will play into whether that action is hindered by rain or by lack of stamina to reach certain heights. I suppose it wouldn't be too difficult to learn about different surface types for climbing, but it does make it unnecessarily complex when rain+stamina variables are perfectly good difficulty-boosting mechanisms.
 
Of course they are. There was no way Link could make it up that huge cliff seen in the trailer with his demo stamina and food to replenish it. Now the question is if they'll be discrete upgrades or happen naturally through experience/leveling up

Well the trailer they showed the people at E3 had a cooking segment where Link creates a stamina boost food item, which essentially gives him a little extension of the stamina bar. Also there are food items that can restore some of your stamina, and I think projared's gameplay showed that you can even use that mid-climb or mid-jump while climbing, which can essentially let you climb as high as you want, as long as you have the right food.

Which is both kind of dumb and also kind of amazing, since it pretty much breaks the game. But I think that's what Aonuma was talking about when he said players can go right to the final boss at the start- how else are you going to get off the plateau when you don't have the paraglider? Simple, cook hundreds of stamina restoring dishes and climb down slowly!
 
true true, or by virtue of upgrading your climbing skill you also upgrade link's ability to hold on to surfaces?
i think the only upgrade to climbing will get is enhancing the stamina as we saw in the demo. My reasoning is that if empowering climbing even more trivializes the stamina system and by that what little depth and planning climbing has. An upgrade to Magnesis to latch into metal surfaces in some temple could be a nice compromise.

In regrads to Stasis Riding, maybe there could be objects with the context sensitive action "Grab". Charge them with Stasis and grab them to be set flying with them. Then use the glider to have a safe landing.

i just hope there are only six Runes and nothing more. Let the player sense of discovery be triggered by the combinatory possibilites. i would really like if Rune switching was more seemless taught, like you could combine Runes in a more rapid succession.

I think his entire climbing mechanic is based off of stamina. I don't know if they showed anything else that would indicate a difference in climbing surfaces other than "the shrine's walls are too slippery for Link to climb." But I think that's more "this was by design" and less "Link will have to learn how to climb different surfaces."
While climbing the stamina consumption is affected by how inclined the surface is. Surfaces with more steep angles burn more stamina.
 
So here's ProJared playing the demo. https://www.youtube.com/watch?v=FY0i9OL96-E

He zooms out the map and actually starts scrolling up and you can see just how goddamn massive the map really is.

It's incredible.

And the map was zoomed in actually has a lot of details.

EDIT: Stamina upgrades also confirmed.

Yeah, I just can't get over how massive this map is, especially compared to the Game Awards reveal of the entire map.

RlpAUj0.jpg

It just looks absolutely insanely massive
 
D

Deleted member 286591

Unconfirmed Member
W.T.F. at those gifs. How does it look so good ? Ridiculous.

I want it naow. Please.
 
Of course they are. There was no way Link could make it up that huge cliff seen in the trailer with his demo stamina and food to replenish it. Now the question is if they'll be discrete upgrades or happen naturally through experience/leveling up
Use stasis on Boulder

Smack the fuck out of Boulder with sledgehammer

Grab onto Boulder
 
Literally the only thing I'd like Nintendo to change is the climbing speed.

I think Link should climb just a bit faster(the stamina bar should deplete accordingly).

I'd be hard pressed to come up with another complaint lol.
 
Literally the only thing I'd like Nintendo to change is the climbing speed.

I think Link should climb just a bit faster(the stamina bar should deplete accordingly).

I'd be hard pressed to come up with another complaint lol.
You can, but it consumes Stamina. Is possible to hop in multiple angles like in Skyward Sword.

I'm still disappointed no one tried this in the demo. I'm sure it would've worked too, unless while the boulder is in stasis it's no longer a climbable surface
It shouldn't work. According to the game's physcis the boulder has a different energy state than Link, so we have inertial differences at the instant the boulder goes flying and Link can't climb (latch) to a bolder. That's why i said Nintendo could have some object with a "Grab" context sesitive action in some cases or specific props made to do this in a more controlled environment.
 
Yeah, I hope the stamina meter can be upgraded permanently instead of just enhanced with food items. Every time I've seen it mentioned it's sounded like food might be the only way. Maybe you could find things that would make it decrease 10% slower until it was functionally 1.5 times its present length. It just runs down crazy fast while sprinting for such a large overworld right now.
 
Oh, that's nice. I didn't catch that on stream. I imagine that climbing itself will be always be consistent but other factors will play into whether that action is hindered by rain or by lack of stamina to reach certain heights. I suppose it wouldn't be too difficult to learn about different surface types for climbing, but it does make it unnecessarily complex when rain+stamina variables are perfectly good difficulty-boosting mechanisms.

Well, there's also steepness of the cliffside, the steeper the cliff, the faster your stamina drains which also plays into the choice to jump on the cliff side in order to achieve a net gain. So the climbing mechanics seem probably among the most nuanced in these kinds of open worlds.
 
Yeah, I just can't get over how massive this map is, especially compared to the Game Awards reveal of the entire map.

It just looks absolutely insanely massive

If anyone is playing this demo anytime soon (I don't know when the Nintendo World NY demo ends) can you quickly go into the first person Sheikah Slate view and place a beacon on Death Mountain, then look at that location on the map? I'd be very curious to know exactly how far away Death Mountain is, though I think we can approximate it based on the VGA map.

But when we look at that 24 hour timelapse or the 4k screenshot of Hyrule Castle and Death Mountain, we can clearly make out a Guardian-like creature latched onto Death Mountain- if that's really at the other end of the world, that's absolutely mind boggling draw distance. It's seriously amazing even not on the Wii U, but in general, that you can see actual enemies on the other side of a 140 square mile world, even it's just relegated to a few giant enemies.
 

PKrockin

Member
??
Average looking woman, wearing average clothes = bait?

I guess I really don't understand waifu culture or whatever it'd be called.


nor do i want to.
The next door neighbor childhood friend waking Link up in the morning to go to school the academy was some pretty generic romcom anime stuff.
 
I got 2 unlikely, but cool ideas. One more unlikely than the other.

What if different amiibos can summon different companions. Toon Link and Sheik would be fitting, but they could get crazy with them and put Mario, Kirby, Samus and whoever else.

What if they did a little Mario Maker thing and let people make and share shrines. It's not Skyrim mods, but could be cool.
 

balgajo

Member
Man, about nitpicking, I would want him to have something in his design to justify the ability of climbing walls that way. I know it's silly but given the way you interact with the world is so realist it would be cool something like that.
 
God you know what would be so cool? If they added unlockable skins for Link, maybe covering different iterations. Like how this game pretty much nails that artwork that everyone keeps referencing, what if you could get clothing or a complete skin that looks like that style of Link in the art, and so on. To me the game literally looks like a remake of the original, which is neat as some speculated that it was sort of going to be like that. I recall all of us pouring over the map and comparing it to the layout of the original map. Seeing the raft stuff here especially drove it home.

On a different but somewhat related subject, I'm still missing the main Zelda overworld theme and a few little things that would drive it home even further. I tweeted to Samantha Robertson over at the Treehouse suggesting the ability to toggle overworld music, and she said that she'd be happy to pass it along (they totally won't do it lol) The only 3D Zelda to feature the original theme is Majora's Mask and it's probably my least favorite 3D Zelda, so that kind of bums me out. With the emphasis they're putting on this borrowing heavily from the original, I feel like they should have the main theme too-- which is why I suggested that to Sam.

I get that music can become repetitive and that sometimes ambiance is more well-suited to things and even agree with that, but it would even be nice if like most of the game were "silent" (I know there's SOME music in the overworld) but maybe after some event or something, the main theme kicks in later and stays until you finish it. Something like that would be incredibly rad. If their vision is that it should be more silent, that's more than cool, but having options wouldn't hurt either. I think it would be great to be able to mess around in this massive world to the original theme, personally.
 

KingBroly

Banned
Yeah, I hope the stamina meter can be upgraded permanently instead of just enhanced with food items. Every time I've seen it mentioned it's sounded like food might be the only way. Maybe you could find things that would make it decrease 10% slower until it was functionally 1.5 times its present length. It just runs down crazy fast while sprinting for such a large overworld right now.

I believe it's been confirmed that it can be upgraded. I'm guessing it's from a random shrine/trail, or maybe it's based on the amount of permanent hearts you have.
 

batfax

Member
I got 2 unlikely, but cool ideas. One more unlikely than the other.

What if different amiibos can summon different companions. Toon Link and Sheik would be fitting, but they could get crazy with them and put Mario, Kirby, Samus and whoever else.

What if they did a little Mario Maker thing and let people make and share shrines. It's not Skyrim mods, but could be cool.

Honestly, my best guess for non-Zelda related amiibos is that you might get some relevant in-game clothing from it. Just because everyone being a companion sounds nuts, but there seems to be a heckuva lot of clothing slots. I'm sure somewhere in the "Pants" slot exists some overalls Mario's amiibo can provide.

Maybe they'll detail what other amiibos do whenever they get around to showing what the three Breath of the Wild amiibo even do.
 
I believe it's been confirmed that it can be upgraded. I'm guessing it's from a random shrine/trail, or maybe it's based on the amount of permanent hearts you have.

I've seen where they say you can upgrade it, and they always follow up talking about food items, which doesn't exactly fill me with confidence. I want to see someone confirm that it can be upgraded permanently.
 

Mory Dunz

Member
The next door neighbor childhood friend waking Link up in the morning to go to school the academy was some pretty generic romcom anime stuff.

That applies to any ~teenage media imo. In which there's a friend (but maybe more).
Worldwide, in tv and in movies.
 
I've seen where they say you can upgrade it, and they always follow up talking about food items, which doesn't exactly fill me with confidence. I want to see someone confirm that it can be upgraded permanently.

Then you'll be waiting a while, since the GameXplain interview with Nate Bihldorff said they're not going to directly answer such questions for now, but strongly hinted at it being something upgradable among other things.
 
Man, about nitpicking, I would want him to have something in his design to justify the ability of climbing walls that way. I know it's silly but given the you you interact with world is so realist it would be cool something like that.
i think it's worse that they have now the perfect item for Link to justify how he can carry so much stuff on him but they are not taking advanatge of it.

When you pick something there sould be a bluish vanishing effect signifying that the weapon or food that's been picked up is been stored in the Sheika Slate.

This is way Nintendo should be more open to feedback because is such an small oversight that could easily be fixed and gain so much for correcting it.
 
Someone please correct me on this

So here's ProJared playing the demo. https://www.youtube.com/watch?v=FY0i9OL96-E

He zooms out the map and actually starts scrolling up and you can see just how goddamn massive the map really is.

It's incredible.

And the map was zoomed in actually has a lot of details.

EDIT: Stamina upgrades also confirmed.
So in his second video about the shrine.. did he say any dog based amiibo will become a companion for link? Duck hunt dog, KK slider??

Listen around 1:50 with wolf link

https://youtu.be/Qa3v7VG-UQQ
 
You can climb trees and walk out onto branches, awesome. Hopefully there's a very thick forest environment full of skeletons and shit I can fuck up from the canopy.

Skeletons in tall grass + fire rod, watch those sons of bitches burn.
 
You can climb trees and walk out onto branches, awesome. Hopefully there's a very thick forest environment full of skeletons and shit I can fuck up from the canopy.

Skeletons in tall grass + fire rod, watch those sons of bitches burn.

The one thing I was a bit disappointed by in the demo was the lack of a true forest areas. I really hope it's present elsewhere, as I love the idea of loadsa tall, thick trees and dense undergrowth. Imagine that with mischievous Skull Kids fading in and out of the mist!
 

killroy87

Member
I know this game doesn't look to reinvent the wheel when compared to other games, but I'm personally blown away at the leap forward it takes relative to the franchise. Massive, truly open world, crafting, cooking food for buffs, a jump button, multiple weapons, physics-based gameplay...

I'm well aware other games have done this. But to marry these elements to all the good of a Zelda game...it's incredibly exciting to me.

Plus, dat art style.
 
Übermatik;207609020 said:
The one thing I was a bit disappointed by in the demo was the lack of a true forest areas. I really hope it's present elsewhere, as I love the idea of loadsa tall, thick trees and dense undergrowth. Imagine that with mischievous Skull Kids fading in and out of the mist!

I'm not disappointed because look at how much of the map we apparently haven't seen lol. Way too early to be worried about that. That being said, despite the size of it, I guess it is very well possible that there isn't a dense forest but... ehhh, nahh, it's Zelda there's gonna be one. :p
 
What I really want to see is someone time freeze a boulder, whack it a few times, then climb on it.

I guarantee there'll be a section with these sort of mechanics (albeit with platforms/bridges. not boulders per se).

I'm not disappointed because look at how much of the map we apparently haven't seen lol. Way too early to be worried about that. That being said, despite the size of it, I guess it is very well possible that there isn't a dense forest but... ehhh, nahh, it's Zelda there's gonna be one. :p

Oh no don't get me wrong, I trust Nintendo have included it somewhere. I just think it might've quelled some 'big but empty' complaints people had.
 
Übermatik;207609020 said:
The one thing I was a bit disappointed by in the demo was the lack of a true forest areas. I really hope it's present elsewhere, as I love the idea of loadsa tall, thick trees and dense undergrowth. Imagine that with mischievous Skull Kids fading in and out of the mist!

I'd be pretty shocked if the Lost Woods isn't a location in this game.
 
I'm not disappointed because look at how much of the map we apparently haven't seen lol. Way too early to be worried about that. That being said, despite the size of it, I guess it is very well possible that there isn't a dense forest but... ehhh, nahh, it's Zelda there's gonna be one. :p

If I remember correctly, there was a pretty dense forest in a stormy night in the official trailer.
 

killroy87

Member
Übermatik;207609020 said:
The one thing I was a bit disappointed by in the demo was the lack of a true forest areas. I really hope it's present elsewhere, as I love the idea of loadsa tall, thick trees and dense undergrowth. Imagine that with mischievous Skull Kids fading in and out of the mist!
I mean, the area of the demo was called "plateau", so...that makes sense.

The game world is apparently similar in size to Xenoblade X, I'm sure we'll see a forest or two :)
 
Well, it's kinda true. The imprisoned was a giant Gothic dildo with elephant toes.

The Imprisoned was the only really terrible (but hilarious) design in the game but the other monsters and bosses looked great. Even the Monsters Inc. inspired boss had a fun design. The Fire Hand guy was boring but not bad.

Plus Ghirahim was the best.
 
in regards to enemy design in skyward sword. I like most of them, i just don't like the bokoblins. I really like them in wind waker, i am indifferent with them in twilight princess. In breath of the wild they are great. The design, behavior and even sound of them is great.
 
If I remember correctly, there was a pretty dense forest in a stormy night in the official trailer.

There's technically woods, yeah, but I think we mean like... really, really extensive, dark forests that evoke the feeling of the Lost Woods in ALTTP for example. So far what we've seen are like... fields with parts where there's a lot of trees, not really a "forest" proper. Unless I'm mistaken.

I'll be disappointed if theirs no music to go along with the Lost Woods, but I'll understand since it was a design choice

Would be so great even if despite the overworld being mostly quiet that each distinct area could have music that starts up when the name of the environment cue pops up. Like it's quiet, you walk into the woods, LOST WOODS pops up and a theme like this starts.
 
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