That's one of my biggest things as well. Fortunately, they have a history of showing that off early and, considering this is the only game they have this year, I'm sure we'll get a good listen to some of it.I just wanna hear the music.
Nah, they'll want to show the Wii U version and then in a few months "look how much better this game graphics are on NX!"Mysteriously no Wii-U will be in sight while playing the game.![]()
I just wanna hear the music.
They know some people will take 90 minutes to decide whether to play as a boy or a girl.
I just wanna hear the music.
"step into the wilds of Hyrule and explore some of the grasslands, forests and mountains"
Drool, forests.
Hopefully it's a densely wooded forest, not unlike the ones that have been cut from the previous games.
Hopefully it's a densely wooded forest, not unlike the ones that have been cut from the previous games.
![]()
![]()
I'm not going to get my hopes up again.
Over world and dungeon probably
They'd better. Witcher 3 has spoiled me in that regard, the dense forests in it were amazing. I hope Nintendo can pull off something similar in terms of density. Just look at this shit.
And a few of my pics (screenshot quality isn't optimal):
I just realized something
Do you think we're going to get a direct feed of the game? Or is it going to be a shot of the TV screen with the player and gamepad in the frame ala the VGA footage? Cause sometimes Nintendo has those weird rules where the player holding the gamepad has to be in a shot.
I hope not, but you never know with these guys.
Don't want to get my hopes up because Miyamoto said this was a densely wooded area -_-
![]()
They'd better. Witcher 3 has spoiled me in that regard, the dense forests in it were amazing. I hope Nintendo can pull off something similar in terms of density. Just look at this shit.
And a few of my pics (screenshot quality isn't optimal):
They'd better. Witcher 3 has spoiled me in that regard, the dense forests in it were amazing. I hope Nintendo can pull off something similar in terms of density. Just look at this shit.
And a few of my pics (screenshot quality isn't optimal):
I wouldn't expect much if they are showing the WiiU version. They might not even have that much detail on the NX, depending how much work goes into that version, but i fully expect pop-in on the WiiU to be awful like Xenoblade X so there probably won't be dense anything really.
Sure, but since they're sticking with an open world, I assume you want it to look pretty at least instead of TP's barren wasteland with nothing to do for example? Also, going from dungeon to dungeon is part of the adventure. Zelda would lose a lot of its charm if it was a hub-based game with only individual dungeons and nothing in between.You don't really have something to do within this dense forest. It doesn't have puzzle or form a dungeon.
I prefer a good puzzle design over just a, well, nature dense forest
Who cares when you are traversing and exploring? Dont need to worry about a puzzle.You don't really have something to do within this dense forest. It doesn't have puzzle or form a dungeon.
I prefer a good puzzle design over just a, well, nature dense forest
I wouldn't expect much if they are showing the WiiU version. They might not even have that much detail on the NX, depending how much work goes into that version, but i fully expect pop-in on the WiiU to be awful like Xenoblade X so there probably won't be dense anything really.
A demo that long makes me think the game is pretty much finished outside of bug testing and polish.
NX must've had some kind of delay to push everything back to march.
I'm mostly being silly here. Anyways, looking forward to it, hopefully see more than just fields this time.
To all the people worried about how the game will look. Do you actually think the game will not look miles better than the Game Awards footage from 2014?
Here are a couple of Nintendo development facts:
1) Nintendo games get their graphical upgrade and/or details added near the end of development. Remember how plain Hyrule Warriors and Mario 3D World looked when they were first shown?
2) The final Zelda game releases look a lot better than their initial reveal:
![]()
![]()
A game is never finished. There's always new stuff to add.
Even if their deadline was November 2016, the minute it got pushed to 2017, they continued adding new stuff (and of course, polishing, as you said).
I haven't played X but from what I understood it's fucking huge though, maybe too much for its own good. I think Zelda U is going to be considerably less big and as a result maybe more dense.
Sure, but since they're sticking with an open world, I assume you want it to look pretty at least instead of TP's barren wasteland with nothing to do for example? Also, going from dungeon to dungeon is part of the adventure. Zelda would lose a lot of its charm if it was a hub-based game with only individual dungeons and nothing in between.
Who cares when you are traversing and exploring? Dont need to worry about a puzzle.
Yeah.
When was that, last E3 after the TPHD announcement?
Actually, that was in the most recent Nintendo Direct with Paper Mario Color Splash, wasn't it?Last fall
I haven't played X but from what I understood it's fucking huge though, maybe too much for its own good. I think Zelda U is going to be considerably less big and as a result maybe more dense.
Sure, but since they're sticking with an open world, I assume you want it to look pretty at least instead of TP's barren wasteland with nothing to do for example? Also, going from dungeon to dungeon is part of the adventure. Zelda would lose a lot of its charm if it was a hub-based game with only individual dungeons and nothing in between.
X is actually not that huge because the default run speed is high and you can teleport to each hexagon sector by clicking on the gamepad screen, this eliminates alot of downtime as you go from point A to B which is crucial.
I will say X had a pretty interesting approach to its overworld structure, because you had to pass hexagon sectors containing monsters of much higher level to get to areas for your current level, it was a fun puzzle in itself planning routes and figuring out how to sneak past enemies without being noticed.
Your jump height in X is insane too, so you could use that as a tool to bypass certain parts entirely if you found ways through say a mountain and platformed over it instead of going around. So yeah there is a suprising amount of mechanical depth to the level design in X compared to Xenoblade Chronicles but there is still a complete lack of environmental interactivity which is what makes Zelda stand out from other games. EAD is about clever gameplay design, and those pictures of The Witcher 3 are vomit inducing bad. I have a difficult time calling that "level design" because there is none, it's just empty space. Like, when I look at them there are literally no ideas circulating in my head, my reaction is completely flat and non existant. Show me an outdoors part of Skyward or ALBW and my mind will immediately begin to think about all the gameplay possibilities and potential secrets. I get nothing out of a game like The Witcher, no enjoyment or stimulation what so ever. There's nothing for your brain to process besides superficial presentation elements.
X is actually not that huge because the default run speed is high and you can teleport to each hexagon sector by clicking on the gamepad screen, this eliminates alot of downtime as you go from point A to B which is crucial.
I will say X had a pretty interesting approach to its overworld structure, because you had to pass hexagon sectors containing monsters of much higher level to get to areas for your current level, it was a fun puzzle in itself planning routes and figuring out how to sneak past enemies without being noticed.
Your jump height in X is insane too, so you could use that as a tool to bypass certain parts entirely if you found ways through say a mountain and platformed over it instead of going around. So yeah there is a suprising amount of mechanical depth to the level design in X compared to Xenoblade Chronicles but there is still a complete lack of environmental interactivity which is what makes Zelda stand out from other games. EAD is about clever gameplay design, and those pictures of The Witcher 3 are vomit inducing bad. I have a difficult time calling that "level design" because there is none, it's just empty space. Like, when I look at them there are literally no ideas circulating in my head, my reaction is completely flat and non existant. Show me an outdoors part of Skyward or ALBW and my mind will immediately begin to think about all the gameplay possibilities and potential secrets. I get nothing out of a game like The Witcher, no enjoyment or stimulation what so ever. There's nothing for your brain to process besides superficial presentation elements and I don't care about those things.
Curious to see the open world and the level of exploration. Dungeons I imagine will probably be the same as usual but hopefully not.
It would be cool if it had a Skyrim vibe where you could explore mini caves and dungeons throughout the world.
90 minutes is a lengthy demo hopefully it's not 30 minutes of trying to learn how to shoot your bow with the second screen.
Yeah no, go play Witcher3 before talking such inane rubbish. The World Map is amazing to Traverse and like with XCX it has high level Mobs en Route to your Destination. Following a road is safe but slow, going Cross Country is dangerous and provides a huge Challenge in terms of Navigation since there are many unscalable Cliffs and a good Deal of verticality.X is actually not that huge because the default run speed is high and you can teleport to each hexagon sector by clicking on the gamepad screen, this eliminates alot of downtime as you go from point A to B which is crucial.
I will say X had a pretty interesting approach to its overworld structure, because you had to pass hexagon sectors containing monsters of much higher level to get to areas for your current level, it was a fun puzzle in itself planning routes and figuring out how to sneak past enemies without being noticed.
Your jump height in X is insane too, so you could use that as a tool to bypass certain parts entirely if you found ways through say a mountain and platformed over it instead of going around. So yeah there is a suprising amount of mechanical depth to the level design in X compared to Xenoblade Chronicles but there is still a complete lack of environmental interactivity which is what makes Zelda stand out from other games. EAD is about clever gameplay design, and those pictures of The Witcher 3 are vomit inducing bad. I have a difficult time calling that "level design" because there is none, it's just empty space. Like, when I look at them there are literally no ideas circulating in my head, my reaction is completely flat and non existant. Show me an outdoors part of Skyward or ALBW and my mind will immediately begin to think about all the gameplay possibilities and potential secrets. I get nothing out of a game like The Witcher, no enjoyment or stimulation what so ever. There's nothing for your brain to process besides superficial presentation elements and I don't care about those things.
Yeah no, go play Witcher3 before talking such inane rubbish. The World Map is amazing to Traverse and like with XCX it has high level Mobs en Route to your Destination. Following a road is safe but slow, going Cross Country is dangerous and provides a huge Challenge in terms of Navigation since there are many unscalable Cliffs and a good Deal of verticality.
If Zelda U is only half as effective in it's open world Design As the Witcher 3 we're in for a treat.
OK?If you played XBX, the vertical world design provide multiple ways to one location.
The other games are just flat one point to one point `explore`