Legend of Zelda thread - Lorefags GTFO!

I think putting more stuff into Hyrule Field should be carefully considered. Yes, it's kind of empty, but that lack of density of stuff in it is exactly why it feels like an expansive field you're traversing through despite being relatively small by modern open world standards. If you make it too dense with landmarks and side content then you risk turning it into a theme park instead of a vast wilderness between landmarks.
 
I think putting more stuff into Hyrule Field should be carefully considered. Yes, it's kind of empty, but that lack of density of stuff in it is exactly why it feels like an expansive field you're traversing through despite being relatively small by modern open world standards. If you make it too dense with landmarks and side content then you risk turning it into a theme park instead of a vast wilderness between landmarks.
Beat me to it. I like that Hyrule Field gives you a moment to relax and "wind the watch". One thing I didn't like about ALttP the one time I beat it was how it felt like I was being constantly harried from screen to screen. It didn't ruin the game for me or anything, but I distinctly remember thinking "God, give me a second."

Not every screen is like that, but enough of them have enemies that charge at you the very instant you're on the same screen that it was annoying, at least to me.
 
Let's put aside that remakes are gay and cringe, we know the OoT remake is happening whether we like it or not. What do you wish from it?
  • Honestly, keep Ganondorf evil but make him more active during the first half, maybe even confronting Link at some point and pretend to help him before his inevitable betrayal.
  • Also portray the Gerudo desert as a larger and unlivable wasteland.
  • Don't make Ice arrows mandatory, but give them an use to make later sections of the game easier, similarly to how in Silmsong the double jump is not manatory to clear cogwork core.
  • Keep the water temple hard, (even tho I'd argue the original was only the 3rd hardest water dungeon in Zelda history).
  • Replace Ganon with an harder version of himself if the player completed the game 100% and/or got the biggoron sword.
  • Have the 3 oracles make a cameo appearance.
  • Twinrova as more active villains for the second half of the game.
 
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Honestly, keep Ganondorf evil but make him more active during the first half, maybe even confronting Link at some point and pretend to help him before his inevitable betrayal.
Why? Link is already told than an evil man from the desert cursed the Deku Tree and learns about Ganondorf early on. It would mess with the pacing of the game.
Keep the water temple hard, (even tho I'd argue the original was only the 3rd hardest water dungeon in Zelda history).
It's not really that hard, and I would certainly hope they keep the core identities of the dungeons the same.
Replace Ganon with an harder version of himself if the player completed the game 100% and/or got the biggoron sword.
Kind of reminds me of how the original FF7 has a few checks and will scale Jenova and Sephiroth's HP values at the end based on your levels, owning Knights of the Round, and some other factors.
Have the 3 oracles make a cameo appearance.
Mite b cool.
Twinrova as more active villains for the second half of the game.
They should do more during the "Gerudo arc" / Spirit Temple segment. I think trying to shoehorn them into the game earlier would mess up how they're presented.


I don't mind a remake adding stuff, changing a few things and moving stuff around. But they really need to avoid the FF7R pitfalls, and not add too much filler that comes across as silly.
 
Keep the water temple hard, (even tho I'd argue the original was only the 3rd hardest water dungeon in Zelda history).
I don't know how you'd make the 3DS incarnation easier except maybe to make it impossible to raise the water to the top without collecting both the key from the central pillar and the key behind the cracked wall.
 
I don't mind a remake adding stuff, changing a few things and moving stuff around. But they really need to avoid the FF7R pitfalls, and not add too much filler that comes across as silly.
Remakes exists in a spectrum, you need to ask what and how much they change things, as well as if the change makes the experience better or worse than the original.

The aboslute worst change they did for 3ds OoT was completely destroying the atmosphere with the final fight against Ganon.

I'm ok if a remake changes things and alters the game's pacing, Metroid: Zero Mission shows you how to do it properly and by a wide margin.
Link is already told than an evil man from the desert cursed the Deku Tree and learns about Ganondorf early on.
You see Ganondorf in the castle, interacting with the king and stuff, we don't see him acting as the ruler of the Gerudo that much, and I think it would be nice to get a little more of that, especially if Link and Zelda knows he mean trouble, but they have no voice in chapter because the Hyrule and Gerudo are trying to reconciliate and there's no evidence of what Ganondorf did, even though the intent is present, I dunno you but I just like this kind of political intrigue.
I think trying to shoehorn them into the game earlier would mess up how they're presented.
That's fair.
I don't know how you'd make the 3DS incarnation easier except maybe to make it impossible to raise the water to the top without collecting both the key from the central pillar and the key behind the cracked wall.
When it comes to puzzles and navigation alone, the hardest dungeon in Zelda history is Jabu jabu's belly from Oracle of Ages:
The place takes the raising water gimmick from the water temple and turns it to 11, forcing you to question which area you explored at which level of water.
We need more dungeons like that.
 
The aboslute worst change they did for 3ds OoT was completely destroying the atmosphere with the final fight against Ganon.
I played through this again recently and it's not just Ganon, the whole game is too bright and it ruins the atmosphere. I still think it's a great port, but I'd love if there was a hack to restore the original color/lighting. It'd be nice if it brought back the little crescent moon on the Mirror Shield/Blocks, and the original Fire Temple music too. I find the replacement textures & music really goofy and out of place.
 
I played through this again recently and it's not just Ganon, the whole game is too bright and it ruins the atmosphere. I still think it's a great port, but I'd love if there was a hack to restore the original color/lighting.
People loves to criticize bluepoint for raping the enviromental storytelling Semon douls but I find it more impressive how little it really takes to fuck the visuals of a remake, really all you need is to change brightness a little to ruin everything.
It'd be nice if it brought back the little crescent moon on the Mirror Shield/Blocks, and the original Fire Temple music too. I find the replacement textures & music really goofy and out of place.
The original design/song will not come back because they are associated to a cult made by of literal sandniggers who worship a pedophile and somehow made africa a shittier place than it was before.

That said, I'd like a re-replacement that isn't as bad as the current one.
 
It'd be nice if it brought back the little crescent moon on the Mirror Shield/Blocks, and the original Fire Temple music too. I find the replacement textures & music really goofy and out of place.
The new Gerudo symbol is just weird, I don't understand what it's supposed to represent. The Kokiri, Gorons, Zora - they all have symbols that mean something. I'm pretty sure the replaced Fire Temple music are the same chants from the Shadow Temple, just changed pitch and modified. Sounds really bad. I had one of the early OoT carts with red blood, the original symbol, and the music and that shit was kino.
 
Let's put aside that remakes are gay and cringe, we know the OoT remake is happening whether we like it or not. What do you wish from it?
Personally I have never been a big fan of the original, I played it and the 3D remake, but I have always been more of an ALttP and WindWaker guy. I think going faithful is useless since any archaic piece of design has already been addressed in the 3DS remaster. Which is why I would like them to just go Metroid Zero Mission/Star Fox Zero/Super Castlevania 4 and just deliver a new game with the same premise which stands alongside, not overwrite the original.
So, my wishes in this context are:
- Hyrule Field not a literal empty plane, a dense designed environment like ALttP's overworld
- Bosses are not "hit with item, slash 3 times"x3.
- Normal combat not a waiting simulator, more something with the spirit of TP with an original take, just make the enemies match the expanded moveset.
- More child Link stuff which gives you reasons to go back and forth in the second half of the game
If they have to do a faithful remake, then I really wouldn't know what to ask. Probably not even getting it if it's just upscaled/Unreal engin'd OoT3D
The game could use a lot of the QoL options the PC port introduced; vanilla OoT is a game with an insane amount of menuing, and reducing that would go a long way. It'd probably be pretty straightforward to use the BotW method of holding a button to switch quickly between your item categories (shootables, shields, boots, throwables, etc).

Fixing up OoT's normal combat would probably be as simple as making it so enemies can properly gang up on you. They'll sometimes appear in pairs but only the one you're targeting will actively try to fight you. Start there and slightly expand their movesets; feints, varied attack patterns, more clever enemy placement, etc. I don't like having to suggest it, and they are good games for a reason, but I think Zelda could take a page out of the Souls book for combat. Not a full on 1:1, but just some elements here and there. We do have a shield, we do have rolls (well, when sheathed or not targeting) and jumps, it's just that the enemies themselves kinda don't make you use much of it beyond "hold R until he swings then hit him back". You could also get more creative with how the enemies are placed within the dungeons, maybe make new ones that aren't just random bats.

Not sure what I'd do for the overworld to be quite honest. I'm kind of at a point where I almost prefer the way Souls designs its worlds, and there's a lot of ways you could get creative with Link's toolbox in a labyrinthine world like that. You've got a lot of in-between areas that connect settlements that could work as those areas. Though I'm not sure what you'd do with Field itself.
Replace Ganon with an harder version of himself if the player completed the game 100% and/or got the biggoron sword.
BGS (and other weapons) actually do less to him than the Master Sword. A flat 1 damage, as a matter of fact. I think thematically it's supposed to be because MS is the only thing that can really oppose him.
 
Not a full on 1:1, but just some elements here and there. We do have a shield, we do have rolls (well, when sheathed or not targeting) and jumps, it's just that the enemies themselves kinda don't make you use much of it beyond "hold R until he swings then hit him back". You could also get more creative with how the enemies are placed within the dungeons, maybe make new ones that aren't just random bats.
Honestly? Just lift TP's combat system, that was the best that Zelda combat ever got.
Not sure what I'd do for the overworld to be quite honest. I'm kind of at a point where I almost prefer the way Souls designs its worlds, and there's a lot of ways you could get creative with Link's toolbox in a labyrinthine world like that. You've got a lot of in-between areas that connect settlements that could work as those areas. Though I'm not sure what you'd do with Field itself.
If you could refine BoTW's systems for exploration to include an actual Zelda toolkit like what you get in OoT, WW, or TP, to the point where it resembles Elden Ring you'd have a serious winner on your hands I think.
 
Wouldn't that sort of iconography be more appropriate for the Garo?
I honestly can't really pin down who they're supposed to be inspired by, though I guess they do bomb themselves when you beat them which is as Muslim as it gets. That said the guys they're blood fueding with are Aztec-chic.
If you could refine BoTW's systems for exploration to include an actual Zelda toolkit like what you get in OoT, WW, or TP, to the point where it resembles Elden Ring you'd have a serious winner on your hands I think.
I'd want to see more travel between times and dungeons rather than just always finding the thing I need in the dungeon I need it. Bouncing around the world and chipping away at chunks of it at a time would be a good shakeup. You get a ways through some dungeon, hit a roadblock and back out, find some item in another dungeon, get stuck again there, go back to the first and finish it up. Something like that.
 
I'd want to see more travel between times and dungeons rather than just always finding the thing I need in the dungeon I need it. Bouncing around the world and chipping away at chunks of it at a time would be a good shakeup. You get a ways through some dungeon, hit a roadblock and back out, find some item in another dungeon, get stuck again there, go back to the first and finish it up. Something like that.
That would be amazing but there's one problem with it that would make it impossible to implement in the modern day, particularly for Nintendo: The average gamer these days is a bona fide retard and will not interact with the system and insist that it is "broken" and a million four hour long video essays will be written on the subject.
 
If you could refine BoTW's systems for exploration to include an actual Zelda toolkit like what you get in OoT, WW, or TP, to the point where it resembles Elden Ring you'd have a serious winner on your hands I think.
I think this might be doable, but it might take a bit of thought to implement it without detracting from the spirit of the games design. I think one of the biggest aspects of BoTW's design is the ability to basically do whatever you want as soon as your past the tutorial. Want to go straight to the final boss? Go for it.

In regards to that, maybe each dungeon could unlock more runes that are never outright required for the rest of the game, but are still useful. Maybe a hookshot rune that allows you to pull yourself to certain objects and steal enemy shields. It would also be fun to get more permanent weapons that recharge like the master sword, or maybe unbreakable magic rods that use a magic meter.
 
I'd want to see more travel between times and dungeons rather than just always finding the thing I need in the dungeon I need it. Bouncing around the world and chipping away at chunks of it at a time would be a good shakeup. You get a ways through some dungeon, hit a roadblock and back out, find some item in another dungeon, get stuck again there, go back to the first and finish it up. Something like that.
I've thought about this before, but I feel like it get tedious while the games are designed the way they are. It would make more sense if the game world had a more Metroidvania or Soulslike design where it's basically a giant interconnected dungeon, so no massive fields would need to keep crossing to get from one part of the map to another. Traversal would have to be more about routing than about feeling expansive.
 
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