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Boxman108
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04 Feb 2012, 4:44 pm

I know it's quite early, especially as Skyward Sword was released only just months ago, but having already had a tech demo(I feel it's important to note that it was nothing more, so as to avoid another spaceworld incident), and supposed confirmation that the WiiU will be released by the end of this year, I don't think it would be such a bad idea to discuss the next Zelda game. Any ideas, hopes, realistic or not? Anything you'd like to see from older games, or things that have not yet been introduced to the series? Here's one idea I've had myself:

Generally, each and every game I've played on the Wii have felt very stiff when compared to those on other consoles. Not to say that they are necessarily worse, and not every game needs to be absolutely realistic, but for some it is a little jarring and sometimes even feels like a missed opportunity.

There are some games where it seems a bit useless outside of rare happenings, such as Halo, but then there are others where it seems more important, even if not the main focus of the game; Half Life 2, Red Faction, Portal, Banjo-Kazooie: Nuts & Bolts, GTAIV, etc.

Perhaps I am wrong in believing that the Wii isn't capable, and that rather it's just the developers that choose not to forgo such things as complex physics. Regardless, I think incorperating things like some slight destructable terrainor anything even remotely dynamic could go a ways to giving fresh puzzles and unique items.

In SS, you could knock down Bokoblin towers and searchlights, send them rolling downhill to their doom, blow stuff like sand or dust around or use the Gust Bellows to move platforms or some enemies, etc. All are interesting, but to me they also feel a bit static. The towers will always fall down in the same way, blowing up cracked walls will always leave a hole in exactly the same shape. There are some rules to be set, and I think Nintendo does so to avoid glitches as well as to keep things simple enough, but I don't think it would hurt to be a bit more experimental, and I also think it would open up more gameplay possibilities.

Perhaps there could be some debris left behind from explosions. Maybe you'd have to think more about where you place a bomb, or where you aim with a bomb arrow. Perhaps this kind of thing could be done with some enemies as well; a new type of Armos, that would otherwise be indestructible, would require you to blow bits of it away until you could get to the crystal(its weak spot) at its center. Either the hammer or the ball & chain could make a return for these kinds of things as well.

If anything even remotely like Minecraft is taken from, that could be good for things associated with both water and fire. Getting water to flow in certain directions or fill up or drain would no longer require obvious switches(and perhaps the Gust Bellows would take place of Minecraft's buckets). Getting fire to spread across certain things, like Bokoblin encampments or other wooden things, rope, maybe even oil could make for more original puzzles and situations.

I'm not so sure about physics to do with Link himself. I was content with his abilities in SS, only wishing for more variety of puzzles or enemies to have to do with the stamina meter, and a way to permanently upgrade it. I'd rather not have any cheap ragdoll effects for neither him or the enemies, as they seem overused and the animations Nintendo have been using seem just fine.

I wouldn't want it to go too far, as there comes a point where it might infringe on other parts of the design of the game, or otherwise leave things open for bugs, but I feel that it could go towards making things more lively. While not quite so sophisticated, TWW and SS felt like they had a lot of interaction with the environment that had a lot of potential to build upon.


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kill231
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04 Feb 2012, 5:04 pm

great ideas boxman


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SabbraCadabra
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07 Feb 2012, 11:35 am

Boxman108 wrote:
If anything even remotely like Minecraft is taken from, that could be good for things associated with both water and fire. Getting water to flow in certain directions or fill up or drain would no longer require obvious switches(and perhaps the Gust Bellows would take place of Minecraft's buckets). Getting fire to spread across certain things, like Bokoblin encampments or other wooden things, rope, maybe even oil could make for more original puzzles and situations.


That sort of thing is very hardware intensive, though, and at the same time, very difficult to get it to look convincing.

I do agree, though, that some of the animations in SS seem pretty static...especially the part where you have to carry a stack of pumpkins.


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SonicMisaki
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08 Feb 2012, 6:28 pm

Nice story, bro.

Call me up when either Sega or WayForward announces a game for the Wii U.


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Boxman108
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08 Feb 2012, 6:39 pm

SonicMisaki wrote:
Nice story, bro.

Call me up when either Sega or WayForward announces a game for the Wii U.


Mind telling me why you think it's ok to spam?


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SonicMisaki
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08 Feb 2012, 6:47 pm

Boxman108 wrote:
SonicMisaki wrote:
Nice story, bro.

Call me up when either Sega or WayForward announces a game for the Wii U.


Mind telling me why you think it's ok to spam?


Crud. I first thought this related to the announcement of the upcoming Zelda.

Anyway, here's my opinion.

I think the reason they use complex physics is to add more pizzazz to the world around Link, no matter how unnecessary it is.

My solution would be to strike a medium between what Ocarina of Time and Twilight Princess did. Just use simpler physics for the interactive environment. Who knows? It could be for the greater good.

And yes, the bland animations have got to go.


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CockneyRebel
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08 Feb 2012, 8:57 pm

What's a WiiU and what does it look like?


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SonicMisaki
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09 Feb 2012, 8:17 pm

CockneyRebel wrote:
What's a WiiU and what does it look like?


...read here.


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younginflavor18
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10 Feb 2012, 10:00 pm

You have great ideas of the new Zelda on the Wii U if Nintendo can put them into effect.


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