Legend of Zelda thread - Lorefags GTFO!

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Pretty sure I remember Nintendo saying a year or so ago that they wanted to do the previous style of Zelda game again, not BOTW/TOTK.
My understanding is that the BotW/TotK formula would be the vision going forward. It's not that I don't like the open world and freedom BotW gave me (still haven't played TotK), and I don't think they should throw the baby out with the bathwater. You could have a smaller but more dense open world while following the traditional formula.

I don't know how much the movie is going to influence game production. I imagine that if they're going to adapt a game for a movie, it'd be OoT or at least LttP.
 
I don't mind Open world as long as there is stuff to do on it,and I would like more towns, but the dungeons do need to return to the more traditional formula because the "activate 5 Mcguffins in whatever order you want" is shit.
Not very optimistic about the movie and how it may influence future games.
I agree with literally all of this.
 
My understanding is that the BotW/TotK formula would be the vision going forward.
This is Nintendo we're talking about. For better or worse, they always shake things up and add more gimmicks or change things with their games. Not saying we'll never get games like those two again, but I can't imagine it'll just be the standard for the next twenty years or something.
 
This is Nintendo we're talking about. For better or worse, they always shake things up and add more gimmicks or change things with their games. Not saying we'll never get games like those two again, but I can't imagine it'll just be the standard for the next twenty years or something.
They'll definitely shake it up a bit, but we'll be getting at least 2 more BotW style games. It's just too successful and easy not to.
 
I've been playing Zelda games since the first one because I'm old and for me botw/totk were basically everything I wished the original was way back when I was a wee autist. I can see why some people miss the more traditional dungeon based progression but by the time Skyward Sword came out it really felt like they had wrung the classic formula completely dry.
They didn't wring it dry. IMO the issue was ever increasing linearity combined with overly long tutorials.
 
They didn't wring it dry. IMO the issue was ever increasing linearity combined with overly long tutorials.
I'm still convinced that 90% of Twilight Princess' hate is due to the 3 hour long introduction tutorial to teach you how to use the Wii controls.

I've decided to do a small replay of the series and starting with OoT, I'm surprised at how much freedom you have after only the first half hour introduction. I can immediately go to Lon Lon Ranch or Lake Hylia and start doing some of the side quests. I can see a marriage of the traditional Zelda formula and the open world dynamic from the new games right there. Just need some polishing to not run into the mile wide, inch deep problem most open world games (including BotW) have.
 
Back in like 2015 or 2016 when they did that first gameplay reveal of Breath of the Wild, they were riding around in a forest and they pointed out all the ruins and said something along the lines of "The ruins means a dungeon is nearby", and to this day I'm upset that wasn't a thing. That, at least to me, hinted at the idea of traditional dungeons existing but more like they did in Zelda 1, where you have to explore to actually find them, and they would be underground or otherwise actual dungeons that would provide the traditional game progression. There is so much opportunity for them to adapt the traditional formula to an open world but every single time they have refused to do it.

In hindsight they probably meant a shrine was nearby.
 
Back in like 2015 or 2016 when they did that first gameplay reveal of Breath of the Wild, they were riding around in a forest and they pointed out all the ruins and said something along the lines of "The ruins means a dungeon is nearby", and to this day I'm upset that wasn't a thing. That, at least to me, hinted at the idea of traditional dungeons existing but more like they did in Zelda 1, where you have to explore to actually find them, and they would be underground or otherwise actual dungeons that would provide the traditional game progression. There is so much opportunity for them to adapt the traditional formula to an open world but every single time they have refused to do it.

In hindsight they probably meant a shrine was nearby.
I've only played BotW twice all the way through, but it surprises me how little I remember about it. The only memorable moments are the flashbacks, but those are few and far between. From what I heard, they went with the same storytelling method in TotK, which has made not want to play it. You can have a lot of freedom in that game, but it's less memorable than say, Skyrim. I remember tha plateu most of all, and I think that's because there are limitations and you have to play conservatively and smart.

By contrast, I remember all of the details of each OoT side quest and dungeon, and this is the first time I've played it since 2013.
 
I've only played BotW twice all the way through, but it surprises me how little I remember about it. The only memorable moments are the flashbacks, but those are few and far between. From what I heard, they went with the same storytelling method in TotK, which has made not want to play it. You can have a lot of freedom in that game, but it's less memorable than say, Skyrim. I remember tha plateu most of all, and I think that's because there are limitations and you have to play conservatively and smart.

By contrast, I remember all of the details of each OoT side quest and dungeon, and this is the first time I've played it since 2013.
For me at least, the memorable moments came from things that I encountered and did through emergent moments. That, and encountering the dragons and such.
 
WW, for all that it does right, still has the worst stealth section imo.
The castle section in Ocarina? It's not that bad but the shit camera (even in the 3DS version) and the fact that the guards' patterns don't quite match up make this section really annoying. At least in Wind Waker you can skip most of the bullshit by staying on the upper levels.
 
It's annoying how tiny the first wallet is in WindWaker, by the time you get to the first wallet upgrade you would've come across enough rupees to fill it four times over, and even avoiding all of the sidequests and such it'll still be to the point of bursting and there's no place to spend it unless you make a beeline to the night auction as soon as free roam is allowed
 
The castle section in Ocarina? It's not that bad but the shit camera (even in the 3DS version) and the fact that the guards' patterns don't quite match up make this section really annoying. At least in Wind Waker you can skip most of the bullshit by staying on the upper levels.
See I've done this one so many times it feels benign. I remember being really annoyed with it in 1998 and having to try it seven or eight times.
 
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