But ALBW had some of the best dungeons in 2D Zelda history.
Every puzzle had only one possible solution due to the one item at a time item rental system. They pretty much solved themselves. At least in the other games you had options as to what a puzzle's solutions were, not so in ALBW.
I honestly can't remember a single Zelda puzzle with multiple solutions.
I hate how the only thing we really know about the game is that the overworld is big. We seriously haven't read/seen ANYTHING else about it.
Speaking of big worlds I always found it weird how people didn't consider red dead empty. I mean you'd see animals but it wasn't a dense world of npcs and yet no one really complained.
If I'm honest, I hope not. A huge world map really just means either you get ubisoft style content over the map, or barren areas. While OoT had large maps at the time, you could get from one side of the overworld to the other easily within... 5 or so minutes (and had to for that eyedrop quest!). Granted, that's not counting the gerudo desert area in OoT.
I much prefer the OoT or even as recently as Link between worlds maps, where functionally you can get from one side to the other in mere minutes, but they still feel large.
Maybe they could make it reallly dense in content, but every other 3d zelda game leads me to believe they can't, and I rather hope it doesn't degrade to Xenoblade style shiny objects and isdequests as "content" to justify the large map.
I honestly can't remember a single Zelda puzzle with multiple solutions.
Lol is that why it's called red dead? Lol go figure+ that you can do slow-mo moves during horse combat with your bow
+ that Link is seemingly not some derpy slacker this time
+ that random supes dangerous enemies appear and you might have to actually run away sometimes
+ that there are mysterious stones in his arrows
+ that there will be some form of sea-travel since there is a big remote island with deep water around it
+ that there will be amiibo support (duh)
+ day/night cycle is back
+ that there will probably be random events happen all over the map (inspired by HW)
+ that real horses normally don't run into trees very often
plus a lot of speculative things.
Because "dead" was in the title. Dead world was expected^^
(for me, riding through the vast plains of nothingness was part of the "reality" of that world, though. it fit"
All the puzzles have one solution, but the player doesn't know what it is in most games except through examining the puzzle, as your other items could be involved in some way.
In ALBW, you already know the answers before that is ever attempted. What's the answer? Well, are you in the bomb dungeon or the boomerang dungeon?
Eh, it's not great, but I'd still say it's better than the ocean of WW or the sky of SS.
But seeing as the last 3d zelda game I could say "I like this overworld!" is MM, for the same reasons I posted above, I'm not yet hopefu.
I'm playing Wind Waker HD and it occurred to me how old fashioned the save system is. I was in the Deku tree dungeon or whatever it's called, the second major dungeon in the game. The timer went off signifying my dinner was ready. I wanted to save and shut the game off, but I knew if I did it would be really annoying, because I hadn't found any of the magic cauldron checkpoints yet (there's only one in that dungeon, right outside the boss room.) So I paused the game and suspended the software while I ate and watched a movie. It's no big deal, but it was annoying. When I'm done with a play session I just want to save and shut the game off without losing a bunch of progress.
But I don't like the idea of Zelda turning into a "handheld" style game with bite-sized chunklets of game play. I haven't played ALBW yet...I got it on day 1 and have yet to crack the seal, probably because everything I've read about how they changed the game flow rubs me the wrong way.
I enjoyed ALBW but wouldn't want MAIN dungeons that short in an epic full 3D Zelda.
I hope there's a dungeon where you can bring Epona.
I haven't played Twilight Princess yet. I've heard the overworld there is 5 times OoT. If that's correct, that world will be huge.
I'm still waiting for a non offscreen video of the footage they showed at the Game Awards, being offscreen I'm quite sure we were missing lots of details and the world wasn't as empty as we felt.
Just give me some incentive to go off the path and I will be all good.
That hasn't been done yet has it?
I kind of hope this just turns out to be Dark Souls: Zelda or Zelda: Dark Souls. You could play that in small spurts with a goal in mind (get to X bonfire, or farm out X titanite) but with bosses that were threatening and a challenge to move through the "dungeons".
So give me the overworld of Skyrim (with things to do in it), the dungeon of Zelda crossed with the difficult of Dark Souls, the atmosphere of Zelda/Dark Souls, and the challenge of Dark Souls, and we're good to go.
I'm playing Wind Waker HD and it occurred to me how old fashioned the save system is. I was in the Deku tree dungeon or whatever it's called, the second major dungeon in the game. The timer went off signifying my dinner was ready. I wanted to save and shut the game off, but I knew if I did it would be really annoying, because I hadn't found any of the magic cauldron checkpoints yet (there's only one in that dungeon, right outside the boss room.)
You're gonna be disappointed. Zelda is not gonna be Dark Soulsy.
I'm playing Wind Waker HD and it occurred to me how old fashioned the save system is. I was in the Deku tree dungeon or whatever it's called, the second major dungeon in the game. The timer went off signifying my dinner was ready. I wanted to save and shut the game off, but I knew if I did it would be really annoying, because I hadn't found any of the magic cauldron checkpoints yet (there's only one in that dungeon, right outside the boss room.) So I paused the game and suspended the software while I ate and watched a movie. It's no big deal, but it was annoying. When I'm done with a play session I just want to save and shut the game off without losing a bunch of progress.
You don't lose any progress, you just start from the entrance again. All doors are unlocked, all items are in your possession still. You just have to physically walk back to where you stopped playing in the dungeon which rarely is a big deal since they often spread out into multiple directions anyway.
There are two--the other is in the central room with the suspended treehouse in the center. You need to go slightly out of your way, using the moving tree limbs to ascend to a ledge where you'll find the warp pot.
Zelda 2 was Dark Soulsy.
Zelder ScrollsNow, 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.
Oh god, here we go with the bloody Dark Souls shit again. I'm sick of hearing about Dark bloody Souls. We get it, you like it a scary amount. Stop wanting to make everything Dark Souls. Please.
D'oh *facepalm*
I thought that they put a major focus in the wall merging mechanic than the items used. Most temples need not only a required item (like almost all Zelda games) but also the wall merging (Since that is the power that the developers know the player will always have) and that lead to a puzzles and dungeons that are more fast paced but still fun and rewarding to beat, I think ALBW dungeons were perfect for the portable format.(correct me if I'm wrong) I think what he/she/they meant is that ALBW's dungeons generally only made use of one item (and usually in the most basic ways); the obstacle design and puzzle design were basically all built around one item which limited the inventiveness, complexity, and variety that occurred in the level design of games like Skyward Sword and Twilight Princess.
You have it backwards. Dark Souls was Zelda 2-y.
I thought that they put a major focus in the wall merging mechanic than the items used. Most temples need not only a required item (like almost all Zelda games) but also the wall merging (Since that is the power that the developers know the player will always have) and that lead to a puzzles and dungeons that are more fast paced but still fun and rewarding to beat, I think ALBW dungeons were perfect for the portable format.
And don't get me wrong, I really really love the dungeons of TP, SS and WW for their complexity and massive size but for a portable I think more short and focused dungeons hit that sweet spot, at least for me.
Just as well we have the save statues nowadays, which IMO is an improvement on the previous system. I thought they were well spaced out in Skyward Sword. A few extra wouldn't go amiss in this new game though.I'm playing Wind Waker HD and it occurred to me how old fashioned the save system is.
I wonder if there will be optional dungeons and if they will be as big as normal dungeons...