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The Legend of Zelda: Skyward Sword


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a better overworld (ocarina had a great one, majora's had a really nicely realised small central one, TP had one that was ocarina-style but not as "good") would be nice.

one thing i think they could play with is item interactions. like how you can combine a fire spell with arrows to make fire arrows. if you could have a suite of items (boomerang, bomb, arrow, deku stick, whatever whatever) and could select different combinations of those. that might make for some interesting puzzles.

i've not played a boring zelda game, but i haven't wanted to play WW or TP a second time because they're like not-quite-as-good versions of games i've happily replayed (and will continue to do so). but they come up with a new hook each time around and i'm happy to imagine that this time will be no different. it's all in the invention and execution within the zelda fantasy world dungeon puzzle template. and that won't become clear until the game's out.

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One thing I would like from the next Zelda is for them to go wild with the controls. Have everything using Motion Plus and Balance Board but I don't expect them to, probably just stick in some Motion Plus controls as an afterthought for anyone who has the controller. I haven't really played all the early Zelda games so wouldn't want them to change the format of the game too drastically as I still enjoy it.

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I know I'm in the minority but I like Zelda the way it is. I'd be over the moon if they stuck to the template for the next one.

There are enough new games released, based on new IP all doing new and different things. I like Zelda as a little haven of familiarity, almost cosy with it's conventions and framework of overworld & dungeons.

Everyone is crying out for change, but it seems to be change for the sake of it. Twilight Princess was a very good game, a little sparse in parts and not perfect but still great. In my opinion Zelda doesn't need a overhaul/reboot, call it what you will.

There are plenty of new games, but very few are open-world puzzle-adventure games. I'm happy for the same setting, just different puzzle types (enough boomerangs, bows and bombs) and a different twist on the story (which they do anyway, so I've no worries there)

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There are plenty of new games, but very few are open-world puzzle-adventure games. I'm happy for the same setting, just different puzzle types (enough boomerangs, bows and bombs) and a different twist on the story (which they do anyway, so I've no worries there)

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the game will be designed around the motion plus... so expect some sword fighting and stuff.

also - expect some remote item manipulation 'force' power type stuff for moving things around.

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I don't want it to turn into Professor fucking Layton

:D

I'd rather it didn't either, but thinking some light bouncing style puzzles ... I imagine there'll be one item that will make use of the movement that it allows... and of course I'm too thick to think of what it will be.

something that shigsy alluded to was using MP to do pointing without you having to point at the sensor bar... wonder what that was about.

anyway - I'm playing Spirit Tracks and the first forest dungeon, while easy, demonstrates enough innovation and clever puzzling to show that they've still got it in spades.

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Flip the game world like they did with Link's sword in TP?

surely you need to reverse hands in order for it to work as you would in archery... I'll swipe a sword with my right hand, but I'll use my left to hold a bow.

EDIT: oops - caught

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I think I'm probably in the minority who prefer the exploration of the overworld as opposed to the dungeons. Though a nice even split would be nice (like OOT and Twilight Princess). Probably the reason I'm hating Spirit Tracks at the moment. I want to explore, not be fixed to a linear path.

something that shigsy alluded to was using MP to do pointing without you having to point at the sensor bar...

Christ. You're like the Nintendo Official Magazine (during the N64 era) come to life. Next I expect a post including the words, "Greystation" and "Dreampants".

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Back before Twilight Princess was released they were doing those "Iwata Asks" interviews on the Nintendo website, and they described the upcoming TP as being 120% Zelda. This got me really excited. But they didn't deliver on that promise, instead it was maybe 60% Zelda. This is because Zelda has split into two factions and TP only represents one of them.

The two factions I describe as Adventuring and Community. Adventuring is probably the most traditional Zelda trait - obviously it's there in the first game. You explore the overworld, go into dungeons, solve puzzles, kill enemies. There's some chatting, but it's restricted to old men you meet in caves. Zelda 3 is also a good example of this. There's a town in that one, but you can pretty much run through everything to do there in ten minutes and barely ever need to return. After that you can rush through the game only talking to a handful of people the whole way through Sahasralah, the man in the mountain who gives you the mirror, and that's pretty much it, other than the maidens you rescue from the crystals. By the end of the game, it's pretty much a dungeon crawler with the dungeons feeling far more expansive than the overworld itself.

The paragon of the Community game is of course Majora's Mask. It severely curtails the adventuring with only four dungeons (and two of those are sub-par), but makes up for it with a massive number of characters and ways to interact with them. People who play MM don't come away from the experience remembering a fantastic puzzle in a dungeon room, they remember Anju and Kafei. The village and various characters make up for the lack of "proper" adventuring in the game, though I would add I only think they got away with it because Nintendo so carefully delineated the game as a side story. If they released a "main-line" Zelda with only four dungeons I'd be livid.

All the other Zeldas fall somewhere on this line. Link's Awakening is still pretty strong on the adventuring, but the presence of two whole towns, the trading sequence and a love story moves it further into community territory. The Wind Waker was almost as community-driven as MM, with a great central town in Windfall Island and fantastic characters elsewhere, but the dungeons were severely impacted, and probably the worst in the series. Twilight Princess is the opposite: it's got probably the best dungeons of a Zelda game, and loads of them, but Kakariko Village is literally abandoned and the Castle Town is just a hive of completely uninteractive 3D models running around. Personally, I'd say that Ocarina is the closest to a perfect balance, and that's why it's still the best Zelda game.

Now, back to 120% Zelda. What I took that to mean was a game with as much adventuring as TP turned out to have, but with the sense of community of Majora's Mask. Great puzzles, but loads of heartwarming characters to chat with too. This, to my mind is what Nintendo needs to do to create the ultimate Zelda game. Hopefully this time they'll manage it.

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All they need to do is give Link a new set of equipment!!! The inventory is what makes old time zelda fans like me bored. Scrap the old boomerang / bombs / hookshot and get something new in there! They already try to do this, as every zelda game has a new item or two, but the recent ones have been a bit cack tbh. I mean wtf was that spinny disk thing in TP all about? :/

It was underused, but the boss battle using that item was great.

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As I've said before the puzzles/bosses/hub shouldn't be so segregated. ALTTP was perfect for this (there's a lot that could a lot more expanded on now), combine that world with the comunity based puzzles and dark tone of MM and add a sprinkling of Braid's "out of the box" thinking to everything and you've got the perfect Zelda (I would also add Wind Waker graphics but that's a personal preference).

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Now, back to 120% Zelda. What I took that to mean was a game with as much adventuring as TP turned out to have, but with the sense of community of Majora's Mask. Great puzzles, but loads of heartwarming characters to chat with too. This, to my mind is what Nintendo needs to do to create the ultimate Zelda game. Hopefully this time they'll manage it.

I totally agree with this, I don't get the love for the TP dungeons though, I only got stuck once (Sky Temple) in the enitre game, the rest of it was Zelda by numbers. The wolf mode was boring and the final boss was craptacular. Personally I would put WW way above it, as you said the dungeons aren't brilliant but the characters (deku tree seeds, dragon chap etc) are brilliantly executed and I actually didn't mind that you could breeze throught it (apart from the triforce quest).

Regarding the two DS games, I really really like PH especially the central dungeon, it was probably the hardest part of a zelda game I can remember. However, it was also extremely stressful and I am glad that they took it out for Spirit Tracks. Despite this though ST still feels like they just took the PH template added a train in and sent it out into the world, it was particulary galling to see 'sand sharks' and land pirates.

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It's weird (but good) how opinions vary so much on the Zelda games.

The first one on the NES is a classic, but piss hard. The second one is naff and still piss hard. The SNES one is pure awesome which I think most people acknowledge, but from then onwards it's all over the place.

I personally found Ocarina a bit dull and tedious in places, and way too brown (I think I wanted to love it too much and the hype killed it). I unexpectedly adored Majora's Mask however. Wind Waker was alright, but too much sailing and not enough land (I loved the look however). Twilight Princess I absolutely cherished, which appears to be against popular opinion. It is almost for me, the 3D sequel to the SNES game that Ocarina didn't quite match up to. It comes closet to recreating the magic I felt when I first played A Link to the Past, something I doubt I'll experience again sadly.

Playing through Spirit Tracks right now. It's got some nice touches, but the bloody train driving is very tedious, and there's not much exploring to do on foot which is a shame, it's just some small villages and then dungeons. Seems quite short though, so I'll stick with it, plus it's no way near as annoying as the Phantom Hourglass.

As for this new one, if it shares the same quality as the New Super Mario Bros game on Wii, then I'll be more than happy. Playing this at the moment, and having such strong memories of Super Mario World from all those years ago. They've done something very right.

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My ideal Zelda game would draw on the little things from all of them. I'd love to see a return to the large central field of OOT which links all the areas neatly, rather than being divided like the one in TP. Also, given that the next game will be motion controlled, I'd love it if they didn't include a gameplay gimmick and just gave us a tradional Zelda game, much like OOT did with the introduction of 3D.

The diversity of the locations in TP and WW was nice, but I'd like to see a more gradiated approach to their integration into the overworld, rather than seeing a path, walking down it and suddenly you're in the snow. I'd like to head uphill for a while as it gets gradually colder before heading into the snow area.

What I'd really love would be a small opening area where your character comes from and which you're locked into for a while. Somewhere which sets up the game, teaches you the controls and feels like home. They could incorporate elements of Majora's Mask into the area and keep you there for a while, like they did with Midgar in FFVII. That way the opening of the world feels more exciting.

The dungeon design in TP was fine, though it could have done with more stuff to spend cash on at the end. A method of travelling by sky would also facilitate a larger gameworld.

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