Agreed, hardly its main problem, but the only data point that remotley fits, plus good or bad no gamers have heard of this outside of +15 year post schadenfreude
A Link Between Worlds is over 10 years old. Calling anything from OoT to Skyward Sword "modern" Zelda is just nonsense. ALBW, BotW, and TotK are pretty much "modern" Zelda, and even including ALBW might be too old, but it was the turning point where they course corrected from the building linearity and tutorials after SS got flak for it.
Modern in a design sense.
You can’t lump OOT into the same category as NES Zelda just because it’s age.
There’s a distinct difference in design philosophy that separates them
They already fixed by moving away from that linear shit OOT and MM introduced and back towards the classic NES original open world style.
The real question now is where do they go from here
Only in the sense that you could handle the first three dungeons out of order. However, try to finish the game without the use of the items found in the dungeons, and you begin to realize that the OG Zelda is a lot closer to an early Metroidvania than a true open-world game
The term I think dates back to pen and paper RPGs. It's a type of overworld So the concept is implicit to gaming. Hardly anyone used it because outside of a few computer RPGs all overworld were either not open, like say final fantasy 4, or when they were open were small.
>They already fixed by moving away from that linear shit OOT and MM introduced and back towards the classic NES original open world style.
Is that why TOTK opens up with a linear intro and tutorial that actively goes out of its way to stop any kind of sequence breaking?
>Is that why TOTK opens up with a linear intro and tutorial
That's just good solid game design. Ensuring the players understand the story set up, controls and mechanics, before letting them loose on a 200 hour adventure, is just good game design kiddo. Have ya ever hear of NINTENDO son?
>the tutorial of totk is really poorly designed compared to botw though. the fakeout door opening section was rage inducing.
Completely disagree. TotK tutorial island is one of the best "dungeons" the Zelda series has ever seen. It's a joy to play through.
>says in a previous post, "all linear design is bad, and if you like linear game design you're a shitty OOT fanboy" >backtracks immediately once it blows up in his face
Other open world games already figured out how to do far better tutorials.
>"They already fixed by moving away from that linear shit OOT and MM introduced" >NEVERMIND LINEAR DESIGN IS NOW GOOD!
2 weeks ago
Anonymous
TotK isn't linear kiddo. Are you sick?
2 weeks ago
Anonymous
Then how do you skip the intro and tutorial?
2 weeks ago
Anonymous
>Then how do you skip the intro and tutorial?
You don't. Just like you don't skip the intro and tutorial in every Zelda game for the past 30 years.
Hating good game design is pretty pathetic. No wonder you have such dogshit taste in garbage indie trash.
2 weeks ago
Anonymous
Id kill to skip the tutorial in most games tbh. TOTK's is poorly designed. You shouldn't fake me out with a forced failure opening the door and make me backtrack to find another shrine that I totally should have been able to find organically.
2 weeks ago
Anonymous
Sounds like a YOU problem.
2 weeks ago
Anonymous
>complaint >no u
is this the best that totk dick suckers can offer?
If Nintendo had just constantly remade OoT the schizos here would hate that too.
They don't care. They'll hate it no matter what. These troons already decided they were going to hate TotK years before it even released. And then when it became so acclaimed and successful, they farted even blood from their ruptured anus.
The Nintendo Hate Derangement Syndrome is comical.
>oot schizos
now I've heard it all
2 weeks ago
Anonymous
>you don't
Then TOTK is linear. 🙂
2 weeks ago
Anonymous
>Then TOTK is linear
No it's not. You have to complete the tutorial before being let out into the non-linear world.
That doesn't make the entire game linear. What a fricking schizo lmao
2 weeks ago
Anonymous
>No it's not. You have to complete the tutorial before being let out into the non-linear world.
That makes it linear.
2 weeks ago
Anonymous
>That makes it linear.
No it doesn't. TotK is not a linear game. Trying to argue this just makes you look even more moronic.
2 weeks ago
Anonymous
Then neither are OOT and MM, since you do pretty much anything out of order if you know what you're doing. Infact, you don't even have to beat the MM dungeons in order. You can technically grab the item from them and then head for the next location.
So why did you call them "linear shit"?
2 weeks ago
Anonymous
OoT is very linear. You have to complete the 3 opening dungeon in a set order. Which then triggers the next essential gated story point, and then you're led through the next set of dungeons in a set order.
And no, sequence breaking doesn't change that. Deliberately trying to break the game doesn't disprove its linearity.
MM is more nonlinear sure.
2 weeks ago
Anonymous
>And no, sequence breaking doesn't change that. Deliberately trying to break the game doesn't disprove its linearity.
At least that's an option. With TOTK, if they don't want you skipping something, they lazily slap a billion death barriers and invisible walls everywhere. You can go out of bounds in the intro, and you're still forbidden from progressing until you hit the cutscene trigger, which is unskippable mind you.
So much for respecting the player's freedom, when a near 30 year old Zelda title allows you to sequence break, and a supposed open world non-linear game will railroad you out the ass.
2 weeks ago
Anonymous
Complaining about the tutorial in a 200 hour adventure is just stupid.
It's simply good game design. There is no way to argue against this. You desperately want to hate the game and the best thing you can come with is hating an actual fantastic, brilliantly designed introductory area.
Nintendo makes sure the player understands the story, the controls, the game's mechanics and what expectations are placed on them, before letting them loose into a gigantic world, where they can go anywhere and do anything.
You can't make me hate good game design kiddo. I applaud it.
2 weeks ago
Anonymous
>It's simply good game design. There is no way to argue against this
Its not good game design. There shouldn't be a segment where it forces you to fail. You can't handwave it by saying "you can't argue against this." I don't like it and I disagree with you.
2 weeks ago
Anonymous
>There shouldn't be a segment where it forces you to fail.
Seek help schizo
2 weeks ago
Anonymous
thats reaching. >link push open the door >try to push the door >oh wait there was a secret shrine we forgot about no go back up and do this again
thats not the same as a story beat. Just because I don't like a game doesn't make me a schizo.
2 weeks ago
Anonymous
>that story beat isn't the same as they've other story beat!
You don't have a single argument. Nothing but schizo screeching.
2 weeks ago
Anonymous
>Complaining about the tutorial in a 200 hour adventure is just stupid.
It's "linear shit" which you lambasted OOT over. You can't take that back.
2 weeks ago
Anonymous
>linear is good game design now
I accept your concession.
2 weeks ago
Anonymous
>you're led through the next set of dungeons in a set order
replay the game. its not a set order
2 weeks ago
Anonymous
>its not a set order
Technical yes, you can do some out of order but not all of them. The fact is the game has a very clear intended path delivered to the player through cutscenes, and sticking to this path will ensure a better experience for players.
2 weeks ago
Anonymous
>The fact is the game has a very clear intended path delivered to the player through cutscenes,
.... just like the intro of TOTK.
2 weeks ago
Anonymous
>just like the intro of TOTK
Which is like 1% of the entire game.
2 weeks ago
Anonymous
1% of trash is still trash.
2 weeks ago
Anonymous
Which condemns the game. Remember, your initial post was "zelda was tainted by OOT and MM introducing linear shit".
Why are you now arguing in favor of linear design?
2 weeks ago
Anonymous
>game has a set path you can go on >you can also break if it you want to without using glitches
seems like a good thing to me. Its a big reason I love Super Metroid so much. You can break it even further with glitches but I don't really enjoy that as much.
2 weeks ago
Anonymous
You can stil wander around tho, a very linear game would be a big hallway like FF10.
Not falling for the WRPG "open world wander aimlessly in a lore sandbox" meme and allowing it to retain its own identity that it fell into with games like ALttP and OoT, which is a bit more linear and gated with areas to backtrack to and explore with the right tools.
They need to stop making <GAME> clone with gimmicks. I was ready to throw up at the idea of playing one more Link to the Past with gimmick clone by the time Skyward Sword came out. Some of the gimmicks were fine, but overall it was just the same game over and over but progressively worse because they leaned into the gimmick more and more to try and justify making and selling the new game.
Breath of the Wild was a decent game to make a base from, all they had to do was make that game again but more dense and without the sterile shrine bullshit that everyone hated. Then they made Tears of the Kingdom, which did the same thing but with the gimmick of Garry's Mod, and introduced two more layers of map to space shit out on.
morons run this company, I don't understand how you can frick up this bad for over 30 years running.
Where did anon state this? He simply implied Nintendo would be unwilling change something that’s selling well and rated highly by media outlets?
Are you ok?
>modern zelda
1. Strip Zelda of all magic powers. All of it. BotW Zelda burned out her powers sealing Ganon for a century, she says this at the end of the game, and says she's fine with that. So it's bullshit that TotK gives her both time and light powers that she knows how to use again. This isn't a magic Zelda, she's a mechanic Zelda.
2. Make her into an actual wrench wench. Show her building robots, actually constructing them. Show her getting dirty.
3. Make her directly playable. If she's out in the field with Link, she can use her robots and the Shiekah Slate to make up for her lack of physical prowess.
4. If the above three are impossible, then remove the bullshit rewind returning her to hylian form at the end of the game. Draconification is supposed to be a one-way ticket, something permanent. Make Zelda's sacrifice stick, and after the end of the game the dragon of light leaves Hyrule. That way Link can go after her in a new game and a new region of the world that's not Hyrule.
Why they didn't have Zelda playable in TotK is beyond me. They should have made you be able to swap back and forth between characters and Link has all the new abilities and Zelda has all of the BotW abilities.
Literally anything would have been better than what we got. Don't get me wrong, I enjoyed the game for what it is, but what a missed opportunity.
Playable? No. But she should have been a constantly companion that took the place of all those spirit friends. Such a wasted fricking opportunity, and god damn were all those flashbacks completely shit and a waste of time that I don't care about.
Nah. One of the best things about BotW was no companions. Just me vs the wild. I always turned the sages off in TotK unless I specifically wanted to use their abilities.
Once you beat the final boss there is a half hour cutscene of Zelda getting railed and creampied by link. Dead ass all I wanted from the end of totk was a kiss or even like a romantic gesture but nah. Blue balled once again.
Why is your best defense of nuzelda to bring up zelda 1? Isn't nuzelda good enough on its own without an appeal to oldgame which is essentially regurgitated marketing material? Zelda 1 sucks too btw.
>The whole concept which made Zelda so appealing and appealing?
my ass. i'm so tired of this meme argument. there's a world of difference between open world as a backdrop for the actual gameplay progression vs sandbox "make your own fun" + survival mechanics bullshit. It's not 1987 anymore either, there's no appeal when every game is open world now.
- Completely new world (no Hyrule, no Princess Zelda, no Ganon)
- Condensed world design
- 10+ dungeons
- Item progression
- RPG-style weapons
- Underwater swimming
- No korok seeds or shrines
It's not to say that there isn't Zelda games that got away with no Zelda, but it's kind of stupid from a story perspective. No one cares about the ACTUAL story of Majora's Mask, they just like the cool town with fleshed out villager routines that makes it feel alive.
>No one cares about the ACTUAL story of Majora's Mas
That's an extremely moronic and incorrect thing to say. Just say you personally don't like it, don't project your shit taste onto everyone else.
The villager routines could have Zelda in it and it oculd have been in Hyrule and it would be just the same thing. Who ever talks about skull kid? No one.
Open world that isn't empty. I.E. make a real castle town and real village and have a lot of large intricate dungeons. 99% of the time people complain about open world, its' about it being empty and it's a really fair complain for BOTW/ToTK, esepcailly when there's only 4 dungeons and they are just kind of okay.
If Nintendo had just constantly remade OoT the schizos here would hate that too.
They don't care. They'll hate it no matter what. These troons already decided they were going to hate TotK years before it even released. And then when it became so acclaimed and successful, they farted even blood from their ruptured anus.
The Nintendo Hate Derangement Syndrome is comical.
There is nothing innovative about BotW or TotK. OoT is more critically acclaimed than BotW or TotK. Attach rate for OoT is in line with BotW and beats TotK by a mile. What was the big accomplishment?
Or are we gonna pretend every dogshit game doesn't sell gangbusters on switch? Go ahead and defend Switch Sports and Ring Fit Adventure.
OoT is a higher rated game than both BotW and TotK by critics. That's just a fact.
Also el oh fricking el at the zoomer who thinks ubisoft tower game with Zelda skin was more innovative than OoT of all fricking games.
>fix modern Zelda
I'd rather piss everybody off, make another shitty toon link game with slow ass boat mechanics, and majora limited days. open world but heavily railroaded. tweak the toon style enough to be different, give the world neither a happy cartoony or edgy dark tone, and make it incredibly zoomer and aoomer targeted so nostalgia gays can't go "omg windwaker 2 / majora 2".
They'll be rushing to ensure there's another Zelda on switch 2 near launch so I wouldn't be surprised if the next one is dogshit or ends up like MM where it's mostly just reused assets (which would be the third time for nuZelda)
They really just need to tweak the current formula a bit, and work on making the world more immersive with some more populated areas.
The big one for combat is they need to lean into the prepping out of combat more, by limiting you to a small number of items or item combos you prep outside of combat.
Then make it so Weapons take more time to break with visual cues. When they break the hilt remains, and some materials drop.
Blacksmith NPC can repair weapons before they break, or the player at a blacksmith can take the hilt and materials to make new weapons.
The Master Sword never breaks, but is only really good when at max health.
Even in ToTK you put a decent weapon together outside of combat, and then it feels like you get maybe one or two uses out of it before it breaks, and major enemies can exhaust your supply of the weapon you need, and then you're putting stuff together in combat.
Then add a procedural dungeon mode.
Allow player character creation.
With one companion character.
Of course, it would ruin the experience for anyone who enjoys stopping combat for several minutes every time to find the right item to attach to a weapon, or arrow, or to find the food you need to eat.
Or for all the people who like being surrounded by creepy ghosts with glowing eyes.
There needs to be 2 links and 2 zeldas, each with a badass masculine version and an effeminate softer one. You can play as either manly Link or Twink Link and you can have your princess be typical DiD or badass queen "I rescue myself" type. Everyone's happy.
>tougher precision skill based combat >RPG style level ups >world in ruin >Obscure hidden bullshit world design >NPCs all speak in vague gibberish
It really was the first soulslike huh
>tougher precision skill based combat >RPG style level ups >world in ruin >Obscure hidden bullshit world design >NPCs all speak in vague gibberish
It really was the first soulslike huh
>ITS JUST LIKE LE DARK SOULS
You have to be moronic to not notice that souls gameplay wise is inspired by Zelda, even a little story from some of the darker entries.
Less enemies
More shrines
Worse treasure
More fetch quests
Double the koroks
Remove dungeons entirely
Make all cutscenes mandatory like the dialogue
Rely more on dynamic resoltion to increase painterly smear art direction
Make it less challenging
Weapons should break faster
Enemies need to fly even further after 3 hits
Empty out the depths a bit
Increase the number of pointless armor sets
Make link eat cooked food automatically instead of dying
Convolute the menus more to filter fake fans
Make NPCs dumber with more annoying VAs
Permanent rain weather status
Vehicles need to disappear faster
Add twilight princess Wii controls
It's pathetic honestly. MM was made in like 8 months and it's 100 times better and actually has content, they took advantage of the asset reuse instead of jerking off for 7 years. Aonuma should be naked dogeza for this.
Trying to compare something like MM, which has as much polygons as a bag of Doritos, to something on the scale and coding complexity as TotK is just fricking ridiculous. You're only highlighting how little you understand about video games
>and it's 100 times better and actually has content.
No. TotK is far superior in every single way. MM wouldn't even be in my Top 10 Zeldas.
>I bought multiple copies of a game I don't even like
2 weeks ago
Anonymous
Never said I didn't like it. I just said there are better Zelda games.
You don't own any Zelda games.
Fake fan.
2 weeks ago
Anonymous
>You don't own any Zelda games.
and how would you know that
2 weeks ago
Anonymous
it came to him in a dream
2 weeks ago
Anonymous
Am I wrong?
2 weeks ago
Anonymous
Im not him, but I'm assuming that you are.
2 weeks ago
Anonymous
>hah, I own chunks of plastic, I win and you l-ACK!
2 weeks ago
Anonymous
Imagine living like this.
2 weeks ago
Anonymous
>heh, you have thousands of games at your disposal, with only the click of a button? what a chud haha
2 weeks ago
Anonymous
>you didnt purchase the same product you dont like as much over and over? youre sad
2 weeks ago
Anonymous
See
Never said I didn't like it. I just said there are better Zelda games.
You don't own any Zelda games.
Fake fan.
2 weeks ago
Anonymous
>I never said I didn't like it >
BotW and TotK are the only Zelda games with an actual "world".
Other Zelda games had small compartments with walls around, connected by corridors and a skybox jpeg. >all Zelda worlds are garbage, and only BOTW and TOTK did it right
And yet MM is the better game, we could have had like 14 games as good as MM in the dev cycle of botw and totk. Nu zelda is not that much more complex, in fact it's they much lazier in terms of design (basically don't design anything, just let the player wander) and amount of content (copy pasting a puzzle 1000 times is not 1000x the amount of content). The devs are just fricking around doing nothing.
focus on world/dungeon building, and not on some gimmick. make the game simple and elegant. no sailing shit, no wolf shit, no waggle shit, no physics shit, etc.
you dont need a gimmick. you just need a good fricking game.
Just bring back some of the classic elements.
1. Exploring the map should be difficult at the beginning, you shouldn't be getting all your tools in the tutorial.
2. Removes elements that make the adventure formulaic, such as shrines. Challenges should be in caves or places that don't feel unconnected to the overworld. Rewards for completing these challenges shouldn't be the same either.
3. Bring back old dungeons. There should be at least 8 of the big ones. The way to access and complete them should be unique for most of them. Get rid of the formula where Link arrives at a town, makes a friend who helps him enter the dungeon, activates 4 switches and meets a dead guy. It's boring and predictable.
4. Bring back the old item system. You should get them in a progressive fashion. Each dungeon should have one and it should help you solve the puzzles.
5. Fix the weapon durability system. Maybe add some way to repair the weapons using the materials.
6. Food is broken, get rid of it. You shouldn't be able to eat while fighting.
7. Make the events of the story take place in the present day. The past memories crap was already boring in BOTW. The plot should be at least decent.
8. Add more enemy variety. Stop it with the lame recolors.
9. Adding a new (female) companion could be fun but only if they do it right.
Not difficult, just REALLY long. They teach a lot of the mechanics you're going to be using for 90% of the game, like building, reversing time, lighting dark areas with Brightblooms, etc.
not talking about the tutorial area, I mean once you actually get on land it's easy to die a lot since most mobs kill you in 1 or 2 hits since you barely have any hearts at that point
oh yeah, then I guess you could call it pretty difficult, since you can run into some pretty powerful mobs right away if you're just wandering, you also don't have many weapons, and the ones you do have are pretty weak
just finished OoT water temple
wasn't as bad as I expected
though just counting in my head how many times I had to equip the boots and how you needed to go to the pause menu in the old versions I can see how it would be a nightmare
more enjoyable than fire temple was
I would bring back that old style for art direction, try to match the scale of some of the artwork for Zelda 2 for example (doable after the open world ones) but with actual dungeons and special items, get rid of muh breakable weapons of course, ramp up the puzzle difficulty (you can make the answer available at any moment for the kiddies and morons) and ramp up the minigames
make the three dungeons with a useful item formula but fo it really badly so that oldgays can stfu about wanting a new game in the old formula
alternatively, a game that takes place in one of the wars a lot of the games refer to happening in the past but you actually play through it. maybe something like a lite remake of alttp but in 3d and expand the world a bit so it seems bigger and less bullshit hard bosses and dungeons in the dark world. just focus on good combat jnstead
I've got news for you, Majoragay.
"The four giants were friends of the Skull Kid who, much like Termina itself, were created in a new form by the power of Majora's Mask." (Encyclopedia, Dark Horse Books, pg. 37)
"While the hero's pure heart allows the world of Termina to momentarily revel in its salvation, as soon as he departs, that world ceases to exist." (Encyclopedia, Dark Horse Books, pg. 37)
that doesn't have anything at all to do with what he said about the quality of the game and who cares about encyopledias and dark horse books anyway? i just want to play good video games. This is DBS powerlevelgayging tier shitposting.
According to those guides, Termina was real, but altered by Majora's mask. This plays into the hero of time dying without any fame to speak of (when he became a stalfos out of sheer regret).
Locking on needs to go back to how it worked before. I believe TP was the one that perfected it, though I didn't play any Zelda between that and BOTW. It's so frustrating to die because you couldn't lock on.
I wouldn't say Link was effeminate until the Ocarina of Time version, which gave him eye liner or some kind of makeup. And it matches up with Eiji's weird comments about meaning to make Link gender-neutral in appearance. But that was only in his child form, his adult form definitely can't pass for gender neutral at all.
>Go back to BotW >Disregard almost all of TotK completely >Slightly shrink the world, but add more substantial landmarks >No weapon durability >A new land completely >Each region has their own enemies, flora and fauna >Bring back the cave system but make it so that you can go deeper underground, but make the caves connected to each other, maybe not all of them but enough of them >Some dungeons could be found in some of the more complex caves alongside mini-dungeons >No Koroks, no shrines, if you see a chest in a danger-filled cave, it's gonna have something you want (Heart Piece, 200 rupees) and can take without having a full inventory >Blacksmith to upgrade your weapons, not fix them >Drop Ganondorf because they refuse to do anything interesting with him, drop Hylia and Demise, drop fricking Hyrule and bring back some other lands or make new ones. Go full Wind Waker and bury that shit for good >Drop Zelda too if they insist on keeping Hylia around, otherwise keep her in Hyrule while you frick off to another kingdom with a better princess
When I say go back to BotW, I mean in the sense of the base game. It's a good foundation for a better game but TotK fricked it up. Take the positives of that game and build on them properly and you've got a good formula for a sequel.
First order of business is changing the overall pacing >Open-world in concept; zones in practice >Hyrule Field returns to being a hub like in OoT/Termina >All meaty content in zones like Great Plateau
Then there's the gameplay loop >Riff on Tears >Game involves raising Sky Islands >Build a path from outer edges of sky to inside, where Hyrule Castle floats >Sky Islands are raised by completing mid-sized dungeons in the underworld >Player can order Sky Islands however they like, letting them forge unique path
The weapons system becomes a hybrid of new and old >Durability scrapped, but >Game begins by acquiring Champion's Weapons, which are unbreakable >Each new ability is tied to a Champion's Weapon >Champion Weapons can be upgraded to unlock new functions >Attachments that vary weapons' properties remain, and depending on the weapon, may be punted at enemies
The story is about drawing power from deceased Heroes and Princesses. >All former Links have met a grim end >E.g. Ocarina's Link perished in the Lost Woods while looking for Navi >Wind Waker's Link died at sea >Twilight Princess's Link became a thief king >Story is about exorcising these characters and taking their powers >In parallel, Zelda treks into temples to learn from her ancestors >Each Zelda ghost exacts more and more of the current princess's humanity
The blue one only really looks cool when paired with its hood, and the ToTK is just kinda homosexual in official art and looks stupid in game but I've seen some artists make it look decent before so maybe it's just execution.
the outfits in botw are kinda shit. it was somehow more fun in TFH, but maybe that's because the different effects fely more substantial and the tone of the game fit the costumes better
why is the game called zelda if the main character is called link? that'd be my first fix, making the main character be zelda
It's called the legend of Zelda akshully
Also make her bottomless.
Im pretty sure they tried that and it ficked up tremendously
Doesnt help people didnt know ir was a Zelda game but thats hardly its main problem
i dont think the title is the problem with this game
Agreed, hardly its main problem, but the only data point that remotley fits, plus good or bad no gamers have heard of this outside of +15 year post schadenfreude
I hate the Germans and their language
>make Link the main character of Zelda games
>make Zelda the main character of the Link game
You have got to be kidding.
SQUADALAH
Zelda is the main character
Link is the player's LINK to the world (also why he doesn't talk, he's meant to represent the player)
wrong moron
link is the main character and the protagonist in every game. its called the legend of zelda because that sounds cool.
by making link a feminine c**tboy and zelda a giant clit futa
>Feminine can't boy
Someone post that one link image. I can't find it
You have no idea what ‘modern Zelda’ is.
I bet you were born after 1995
A Link Between Worlds is over 10 years old. Calling anything from OoT to Skyward Sword "modern" Zelda is just nonsense. ALBW, BotW, and TotK are pretty much "modern" Zelda, and even including ALBW might be too old, but it was the turning point where they course corrected from the building linearity and tutorials after SS got flak for it.
Modern in a design sense.
You can’t lump OOT into the same category as NES Zelda just because it’s age.
There’s a distinct difference in design philosophy that separates them
BotW kiddies will unironically claim this while simultaneously pretending BotW and Zelda 1 are the same game.
Sorry, I don’t talk to children born after 1995. Please don’t (you) me.
What a weird thing for someone born after 2010 to say.
BotW was more like NES Zelda than OoT was.
That is incorrect.
>You have no idea what ‘modern Zelda’ is.
>I bet you were born after 1995
>Wojak
You’re not helping your case here, anon
They already fixed by moving away from that linear shit OOT and MM introduced and back towards the classic NES original open world style.
The real question now is where do they go from here
>back towards the classic NES original open world style.
El oh el
>His first Zelda was 3D Zelda
Lol. Lmao even!
>his first Zelda was BotW
Lol. No, prototyping something to look like a NES game doesn't make them similar.
The original Zelda was considered an open world game back then moronic homosexual
Only in the sense that you could handle the first three dungeons out of order. However, try to finish the game without the use of the items found in the dungeons, and you begin to realize that the OG Zelda is a lot closer to an early Metroidvania than a true open-world game
>open world game
that genre buzzword didn't exist back then and dare you to find any fricking proof it did
Yes it did moron. Back then magazines also called Metroid a Zelda-like.
The term I think dates back to pen and paper RPGs. It's a type of overworld So the concept is implicit to gaming. Hardly anyone used it because outside of a few computer RPGs all overworld were either not open, like say final fantasy 4, or when they were open were small.
It was almost definitely used but did not have the same connotations it has now.
>They already fixed by moving away from that linear shit OOT and MM introduced and back towards the classic NES original open world style.
Is that why TOTK opens up with a linear intro and tutorial that actively goes out of its way to stop any kind of sequence breaking?
>Is that why TOTK opens up with a linear intro and tutorial
That's just good solid game design. Ensuring the players understand the story set up, controls and mechanics, before letting them loose on a 200 hour adventure, is just good game design kiddo. Have ya ever hear of NINTENDO son?
the tutorial of totk is really poorly designed compared to botw though. the fakeout door opening section was rage inducing.
>the tutorial of totk is really poorly designed compared to botw though. the fakeout door opening section was rage inducing.
Completely disagree. TotK tutorial island is one of the best "dungeons" the Zelda series has ever seen. It's a joy to play through.
plateau is but the great sky island sucks dude
>says in a previous post, "all linear design is bad, and if you like linear game design you're a shitty OOT fanboy"
>backtracks immediately once it blows up in his face
Other open world games already figured out how to do far better tutorials.
Schizo post. Stop making up phantom conversations that never happened.
>"They already fixed by moving away from that linear shit OOT and MM introduced"
>NEVERMIND LINEAR DESIGN IS NOW GOOD!
TotK isn't linear kiddo. Are you sick?
Then how do you skip the intro and tutorial?
>Then how do you skip the intro and tutorial?
You don't. Just like you don't skip the intro and tutorial in every Zelda game for the past 30 years.
Hating good game design is pretty pathetic. No wonder you have such dogshit taste in garbage indie trash.
Id kill to skip the tutorial in most games tbh. TOTK's is poorly designed. You shouldn't fake me out with a forced failure opening the door and make me backtrack to find another shrine that I totally should have been able to find organically.
Sounds like a YOU problem.
>complaint
>no u
is this the best that totk dick suckers can offer?
>oot schizos
now I've heard it all
>you don't
Then TOTK is linear. 🙂
>Then TOTK is linear
No it's not. You have to complete the tutorial before being let out into the non-linear world.
That doesn't make the entire game linear. What a fricking schizo lmao
>No it's not. You have to complete the tutorial before being let out into the non-linear world.
That makes it linear.
>That makes it linear.
No it doesn't. TotK is not a linear game. Trying to argue this just makes you look even more moronic.
Then neither are OOT and MM, since you do pretty much anything out of order if you know what you're doing. Infact, you don't even have to beat the MM dungeons in order. You can technically grab the item from them and then head for the next location.
So why did you call them "linear shit"?
OoT is very linear. You have to complete the 3 opening dungeon in a set order. Which then triggers the next essential gated story point, and then you're led through the next set of dungeons in a set order.
And no, sequence breaking doesn't change that. Deliberately trying to break the game doesn't disprove its linearity.
MM is more nonlinear sure.
>And no, sequence breaking doesn't change that. Deliberately trying to break the game doesn't disprove its linearity.
At least that's an option. With TOTK, if they don't want you skipping something, they lazily slap a billion death barriers and invisible walls everywhere. You can go out of bounds in the intro, and you're still forbidden from progressing until you hit the cutscene trigger, which is unskippable mind you.
So much for respecting the player's freedom, when a near 30 year old Zelda title allows you to sequence break, and a supposed open world non-linear game will railroad you out the ass.
Complaining about the tutorial in a 200 hour adventure is just stupid.
It's simply good game design. There is no way to argue against this. You desperately want to hate the game and the best thing you can come with is hating an actual fantastic, brilliantly designed introductory area.
Nintendo makes sure the player understands the story, the controls, the game's mechanics and what expectations are placed on them, before letting them loose into a gigantic world, where they can go anywhere and do anything.
You can't make me hate good game design kiddo. I applaud it.
>It's simply good game design. There is no way to argue against this
Its not good game design. There shouldn't be a segment where it forces you to fail. You can't handwave it by saying "you can't argue against this." I don't like it and I disagree with you.
>There shouldn't be a segment where it forces you to fail.
Seek help schizo
thats reaching.
>link push open the door
>try to push the door
>oh wait there was a secret shrine we forgot about no go back up and do this again
thats not the same as a story beat. Just because I don't like a game doesn't make me a schizo.
>that story beat isn't the same as they've other story beat!
You don't have a single argument. Nothing but schizo screeching.
>Complaining about the tutorial in a 200 hour adventure is just stupid.
It's "linear shit" which you lambasted OOT over. You can't take that back.
>linear is good game design now
I accept your concession.
>you're led through the next set of dungeons in a set order
replay the game. its not a set order
>its not a set order
Technical yes, you can do some out of order but not all of them. The fact is the game has a very clear intended path delivered to the player through cutscenes, and sticking to this path will ensure a better experience for players.
>The fact is the game has a very clear intended path delivered to the player through cutscenes,
.... just like the intro of TOTK.
>just like the intro of TOTK
Which is like 1% of the entire game.
1% of trash is still trash.
Which condemns the game. Remember, your initial post was "zelda was tainted by OOT and MM introducing linear shit".
Why are you now arguing in favor of linear design?
>game has a set path you can go on
>you can also break if it you want to without using glitches
seems like a good thing to me. Its a big reason I love Super Metroid so much. You can break it even further with glitches but I don't really enjoy that as much.
You can stil wander around tho, a very linear game would be a big hallway like FF10.
the original zelda forced you to acquire certain items to progress just like OoT and LttP, youd know that if you actually played the game
What's that poo-looking thing on the floor? The art is adorable.
It’s a lil’ rat
I must be autistic then. It looked like two Siamese twin duck-thingies...
Not falling for the WRPG "open world wander aimlessly in a lore sandbox" meme and allowing it to retain its own identity that it fell into with games like ALttP and OoT, which is a bit more linear and gated with areas to backtrack to and explore with the right tools.
Also more cute kid adventures
And bring back the kokiri.
BotW but with actual dungeons and items.
Ditch the open world. Bring back item progression. Go somewhere that isn't Hyrule for a change.
Gu6ve link gun, tribal tattoos, and make him say no no words
They need to stop making <GAME> clone with gimmicks. I was ready to throw up at the idea of playing one more Link to the Past with gimmick clone by the time Skyward Sword came out. Some of the gimmicks were fine, but overall it was just the same game over and over but progressively worse because they leaned into the gimmick more and more to try and justify making and selling the new game.
Breath of the Wild was a decent game to make a base from, all they had to do was make that game again but more dense and without the sterile shrine bullshit that everyone hated. Then they made Tears of the Kingdom, which did the same thing but with the gimmick of Garry's Mod, and introduced two more layers of map to space shit out on.
morons run this company, I don't understand how you can frick up this bad for over 30 years running.
No more open world slop
Nintendo needs to go back.
Also Miyamoto and Fujibayashi are hacks
remove aonuma
fix what?
>NINTENDO FIX HIGHEST RATED, MULTIMILLION SELLING ZELDA BECAUSE I DONT LIKE IT
This is just Ganker in a nutshell
Kek this
So what? That doesn't make the statement ring true, normalgays liking a thing is the step before the thing's destruction.
>he thinks sales are a good metric for quality
Where did anon state this? He simply implied Nintendo would be unwilling change something that’s selling well and rated highly by media outlets?
Are you ok?
or he implied that the series is good now because it sells
with how mental you Gankerirgins are, it's safe to assume that what I say is correct
Incel picture.
>modern zelda
1. Strip Zelda of all magic powers. All of it. BotW Zelda burned out her powers sealing Ganon for a century, she says this at the end of the game, and says she's fine with that. So it's bullshit that TotK gives her both time and light powers that she knows how to use again. This isn't a magic Zelda, she's a mechanic Zelda.
2. Make her into an actual wrench wench. Show her building robots, actually constructing them. Show her getting dirty.
3. Make her directly playable. If she's out in the field with Link, she can use her robots and the Shiekah Slate to make up for her lack of physical prowess.
4. If the above three are impossible, then remove the bullshit rewind returning her to hylian form at the end of the game. Draconification is supposed to be a one-way ticket, something permanent. Make Zelda's sacrifice stick, and after the end of the game the dragon of light leaves Hyrule. That way Link can go after her in a new game and a new region of the world that's not Hyrule.
Why they didn't have Zelda playable in TotK is beyond me. They should have made you be able to swap back and forth between characters and Link has all the new abilities and Zelda has all of the BotW abilities.
Literally anything would have been better than what we got. Don't get me wrong, I enjoyed the game for what it is, but what a missed opportunity.
Playable? No. But she should have been a constantly companion that took the place of all those spirit friends. Such a wasted fricking opportunity, and god damn were all those flashbacks completely shit and a waste of time that I don't care about.
Add sex then the franchise is saved
Zelda already peaked
Sex with Zelda
Zelda should have black hair and a flat chest and be obsessed with explosions
Zelda should have been a fricking companion, fricking tired of this same shit over and over.
>Zelda should have been a fricking companion
Nah. One of the best things about BotW was no companions. Just me vs the wild. I always turned the sages off in TotK unless I specifically wanted to use their abilities.
The sages aren't real companions, you can't talk with them or trade with them.
By making Link slightly manlier in appearance.
Not sure if male Hylians can have beards but if they do, I would give Link a very little one.
Have ganondorf frick Link through the bed in front of Zelda.
i just want a Zelda game like the first one and Ocarina, with some of the tools/items from the later games thrown in
I'd make a twilight princess sequel that incorporates elements from Hyrule Warriors. Also, I'll give Link pink hair.
>pink hair
looks surprisingly good with the green
they go well together in general
Once you beat the final boss there is a half hour cutscene of Zelda getting railed and creampied by link. Dead ass all I wanted from the end of totk was a kiss or even like a romantic gesture but nah. Blue balled once again.
>how would you fix modern zelda?
Steal the combat from dragons dogma 2 (the only good part of that game).
And remove weapon durability.
Open world with gated progression and real dungeons
Sounds good to me.
No more 3d zelda going forward period. Shift all resources toward 2D/Top-down games.
drop the open world shit
>drop the open world shit
The whole concept which made Zelda so appealing and appealing?
Why is your best defense of nuzelda to bring up zelda 1? Isn't nuzelda good enough on its own without an appeal to oldgame which is essentially regurgitated marketing material? Zelda 1 sucks too btw.
>The whole concept which made Zelda so appealing and appealing?
my ass. i'm so tired of this meme argument. there's a world of difference between open world as a backdrop for the actual gameplay progression vs sandbox "make your own fun" + survival mechanics bullshit. It's not 1987 anymore either, there's no appeal when every game is open world now.
You're completely wrong through. TotK has very clear progression and huge curated handcrafted questlines to play through.
- Completely new world (no Hyrule, no Princess Zelda, no Ganon)
- Condensed world design
- 10+ dungeons
- Item progression
- RPG-style weapons
- Underwater swimming
- No korok seeds or shrines
But then Ganker would say it’s a good game just not a good Zelda game
Majora's Mask fits most of those points, and it feels like a legitimately good Zelda game.
There's already been several Zelda games with no Hyrule/Zelda/Ganon.
The franchise needs a palette cleanser from the BotWverse.
It's not to say that there isn't Zelda games that got away with no Zelda, but it's kind of stupid from a story perspective. No one cares about the ACTUAL story of Majora's Mask, they just like the cool town with fleshed out villager routines that makes it feel alive.
>No one cares about the ACTUAL story of Majora's Mas
That's an extremely moronic and incorrect thing to say. Just say you personally don't like it, don't project your shit taste onto everyone else.
>nobody cares about the story of Majora's Mask, they just care about the story of Majora's Mask
The villager routines could have Zelda in it and it oculd have been in Hyrule and it would be just the same thing. Who ever talks about skull kid? No one.
Open world that isn't empty. I.E. make a real castle town and real village and have a lot of large intricate dungeons. 99% of the time people complain about open world, its' about it being empty and it's a really fair complain for BOTW/ToTK, esepcailly when there's only 4 dungeons and they are just kind of okay.
I would add that little mouse on the cover into the game
>modern zeldas are the most critically, commercially successes and innovative
>people just want to remake Ocarina of Time into the ground EA style
If Nintendo had just constantly remade OoT the schizos here would hate that too.
They don't care. They'll hate it no matter what. These troons already decided they were going to hate TotK years before it even released. And then when it became so acclaimed and successful, they farted even blood from their ruptured anus.
The Nintendo Hate Derangement Syndrome is comical.
We got ONE similar game (MM) 24 years ago and it was amazing, why are you gaslighting as if you have any OoT fatigue.
There is nothing innovative about BotW or TotK. OoT is more critically acclaimed than BotW or TotK. Attach rate for OoT is in line with BotW and beats TotK by a mile. What was the big accomplishment?
Or are we gonna pretend every dogshit game doesn't sell gangbusters on switch? Go ahead and defend Switch Sports and Ring Fit Adventure.
>There is nothing innovative about BotW or TotK.
Wrong
>OoT is more critically acclaimed than BotW or TotK.
Wrong
Ganker: The home of worthless moronic shit opinions
OoT is a higher rated game than both BotW and TotK by critics. That's just a fact.
Also el oh fricking el at the zoomer who thinks ubisoft tower game with Zelda skin was more innovative than OoT of all fricking games.
>OoT is a higher rated game than both BotW and TotK by critics. That's just a fact
OoT has about 20 reviews on Metacritic vs over 150 for BotW and TotK. They have way more 10/10 reviews and acclaim than OoT. That's just a fact.
I have no fricking clue why you think comparing game quarter of a century apart is even remotely sensible.
OoT was the best game I ever played in 1998.
BotW was the best game I ever played in 2017.
TotK was the best game I ever played in 2023.
Oh Lordy! Nintendo! Please stop making all these amazing video games for me! I can't take it!!!
>BotW was the best game I ever played in 2017.
>TotK was the best game I ever played in 2023.
So basically your standards were below the floor.
Name some better adventure games on any system at the moment. I'll wait.
Sure thing! Ocarina of Time.
>inb4 it doesn't count because "reasons"
>has to go back 30 years to find a game to compete with TotK
>it's another Zelda game
Stop naming all my favorite video games!
Define adventure. RDR2 is an adventure. Its also better than both BotW and TotK.
Name 10 better games from each of those years
>Oh Lordy! Nintendo! Please stop making all these amazing video games for me! I can't take it!!!
why do you type like such a wiener sucking homosexual
>fix modern Zelda
I'd rather piss everybody off, make another shitty toon link game with slow ass boat mechanics, and majora limited days. open world but heavily railroaded. tweak the toon style enough to be different, give the world neither a happy cartoony or edgy dark tone, and make it incredibly zoomer and aoomer targeted so nostalgia gays can't go "omg windwaker 2 / majora 2".
take it away from a*numa for gods sake
They'll be rushing to ensure there's another Zelda on switch 2 near launch so I wouldn't be surprised if the next one is dogshit or ends up like MM where it's mostly just reused assets (which would be the third time for nuZelda)
I think it's time to dispel the myth that length of development has any bearing on quality.
They really just need to tweak the current formula a bit, and work on making the world more immersive with some more populated areas.
The big one for combat is they need to lean into the prepping out of combat more, by limiting you to a small number of items or item combos you prep outside of combat.
Then make it so Weapons take more time to break with visual cues. When they break the hilt remains, and some materials drop.
Blacksmith NPC can repair weapons before they break, or the player at a blacksmith can take the hilt and materials to make new weapons.
The Master Sword never breaks, but is only really good when at max health.
Even in ToTK you put a decent weapon together outside of combat, and then it feels like you get maybe one or two uses out of it before it breaks, and major enemies can exhaust your supply of the weapon you need, and then you're putting stuff together in combat.
Then add a procedural dungeon mode.
Allow player character creation.
With one companion character.
All terrible ideas. Jesus.
Of course, it would ruin the experience for anyone who enjoys stopping combat for several minutes every time to find the right item to attach to a weapon, or arrow, or to find the food you need to eat.
Or for all the people who like being surrounded by creepy ghosts with glowing eyes.
moron on Ganker trying to give Nintendo game design advice.
twilight princess to switch for the midna mods.
There needs to be 2 links and 2 zeldas, each with a badass masculine version and an effeminate softer one. You can play as either manly Link or Twink Link and you can have your princess be typical DiD or badass queen "I rescue myself" type. Everyone's happy.
Reimagine Zelda 2
>what?
Reimagine Zelda 2
>what does that even mean?
Reimagine. Zelda. 2
>but literally how?
Just do it
Have you played Aggelos? If you like Zelda II I'd highly recommend it, its kind of a Zelda II/WonderBoy III fusion. It's really good.
so elden ring?
>tougher precision skill based combat
>RPG style level ups
>world in ruin
>Obscure hidden bullshit world design
>NPCs all speak in vague gibberish
It really was the first soulslike huh
yeah actually... even down to focus on combat over puzzles and having a magic system
wtf, are souls games the spiritual successors to zelda 2?
>ITS JUST LIKE LE DARK SOULS
You have to be moronic to not notice that souls gameplay wise is inspired by Zelda, even a little story from some of the darker entries.
That's just the oot being mechanically influential, N64 zelda was closer to immersive sim than soulslike.
>Reimagine Zelda 2
Isn't that basically BotW?
I know the prototype was based on Zelda 1, but the plot is practically verbatim Zelda 2.
The prototype is based on Zelda 1 in graphics only. And plot isn’t what he’s getting at probably
>they are lovers
Nintendo?
Stop infantilizing Kafei, it is very damaging to the aged down grown man community.
Less enemies
More shrines
Worse treasure
More fetch quests
Double the koroks
Remove dungeons entirely
Make all cutscenes mandatory like the dialogue
Rely more on dynamic resoltion to increase painterly smear art direction
Make it less challenging
Weapons should break faster
Enemies need to fly even further after 3 hits
Empty out the depths a bit
Increase the number of pointless armor sets
Make link eat cooked food automatically instead of dying
Convolute the menus more to filter fake fans
Make NPCs dumber with more annoying VAs
Permanent rain weather status
Vehicles need to disappear faster
Add twilight princess Wii controls
I enjoyed totk I was just expecting something more than what felt kinda like a romhack of btw after waiting 7 years
BotW's Hyrule is the betmst fantasy world ever coded.
Being able to go on a whole new adventure, in this now expanded world, with all-new gameplay concepts, was kind of a dream game for me personally.
>BotW's Hyrule is the betmst fantasy world ever coded.
play more games
that's not a story beat. you keep calling me schizo. i haven't said anything schizophrenic
>you keep calling me schizo. i haven't said anything schizophrenic
Except having a meltdown over Zelda for 8 years.
You only argument is that TotK is bad because it has an opening cutscene and tutorial section. Like every fricking Zelda game for the past 30 years.
I'd call that schizo behavior.
I haven't had a meltdown over zelda for 8 years.
It's pathetic honestly. MM was made in like 8 months and it's 100 times better and actually has content, they took advantage of the asset reuse instead of jerking off for 7 years. Aonuma should be naked dogeza for this.
>MM was made in like 8 months
Trying to compare something like MM, which has as much polygons as a bag of Doritos, to something on the scale and coding complexity as TotK is just fricking ridiculous. You're only highlighting how little you understand about video games
>and it's 100 times better and actually has content.
No. TotK is far superior in every single way. MM wouldn't even be in my Top 10 Zeldas.
list your top ten now
I can tell you what would be #1.
The others change depending on how I'm feeling. Sometimes I prefer Link's Awakening over ALLTP depending on what day of the week it is.
But despite owning multiple copies of MM over multiple systems, it's never a Zelda game I find myself desperate to replay often.
>I bought multiple copies of a game I don't even like
Never said I didn't like it. I just said there are better Zelda games.
You don't own any Zelda games.
Fake fan.
>You don't own any Zelda games.
and how would you know that
it came to him in a dream
Am I wrong?
Im not him, but I'm assuming that you are.
>hah, I own chunks of plastic, I win and you l-ACK!
Imagine living like this.
>heh, you have thousands of games at your disposal, with only the click of a button? what a chud haha
>you didnt purchase the same product you dont like as much over and over? youre sad
See
>I never said I didn't like it
>
Other Zelda games had small compartments with walls around, connected by corridors and a skybox jpeg.
>all Zelda worlds are garbage, and only BOTW and TOTK did it right
You just keep sending mixed signals.
And yet MM is the better game, we could have had like 14 games as good as MM in the dev cycle of botw and totk. Nu zelda is not that much more complex, in fact it's they much lazier in terms of design (basically don't design anything, just let the player wander) and amount of content (copy pasting a puzzle 1000 times is not 1000x the amount of content). The devs are just fricking around doing nothing.
>Nu zelda is not that much more complex, in fact it's they much lazier in terms of design
>The devs are just fricking around doing nothing.
It's actually embarrassing coming to this board.
i think instead of focusing on all these systems i dont care about they should have made an actually cool world
BotW and TotK are the only Zelda games with an actual "world".
Other Zelda games had small compartments with walls around, connected by corridors and a skybox jpeg.
old 3D zeldas were highly structure metroidvanias, nu-zelda are genuine open world games
I like the corridors and skybox jpeg much more than botw and totk
what am i seeing?
And they were much better.
>And they were much better
Nah. I mean, even the worst Zelda game is better than 99% of all other games. But some Zelda games are way better than other Zelda games.
>if i keep reposting the same images that makes me more correct
>if I keep posting no arguments on Ganker it makes me correct.
>if i just repeat "no arguments" it automatically disproves the other person
If graphics are the main reason for bloating development times then frick it, make uglier games.
focus on world/dungeon building, and not on some gimmick. make the game simple and elegant. no sailing shit, no wolf shit, no waggle shit, no physics shit, etc.
you dont need a gimmick. you just need a good fricking game.
Put Link back in his cute loose nopan tunic outfit
Make Skyward Sword 2.
FINALLY make eminem playable
Replace Ganon with eminem's mom
Instead of ocarina you rap
for me its nintendocore
Just bring back some of the classic elements.
1. Exploring the map should be difficult at the beginning, you shouldn't be getting all your tools in the tutorial.
2. Removes elements that make the adventure formulaic, such as shrines. Challenges should be in caves or places that don't feel unconnected to the overworld. Rewards for completing these challenges shouldn't be the same either.
3. Bring back old dungeons. There should be at least 8 of the big ones. The way to access and complete them should be unique for most of them. Get rid of the formula where Link arrives at a town, makes a friend who helps him enter the dungeon, activates 4 switches and meets a dead guy. It's boring and predictable.
4. Bring back the old item system. You should get them in a progressive fashion. Each dungeon should have one and it should help you solve the puzzles.
5. Fix the weapon durability system. Maybe add some way to repair the weapons using the materials.
6. Food is broken, get rid of it. You shouldn't be able to eat while fighting.
7. Make the events of the story take place in the present day. The past memories crap was already boring in BOTW. The plot should be at least decent.
8. Add more enemy variety. Stop it with the lame recolors.
9. Adding a new (female) companion could be fun but only if they do it right.
>Exploring the map should be difficult at the beginning
isn't the start of ToTK pretty difficult?
No?
yeah? I remember at launch a ton of people were dying a lot at the start till you get a few hearts
I meant exploration, not combat. In TOTK you have tools that make exploration even easier than BOTW once you get out the tutorial zone.
Not difficult, just REALLY long. They teach a lot of the mechanics you're going to be using for 90% of the game, like building, reversing time, lighting dark areas with Brightblooms, etc.
not talking about the tutorial area, I mean once you actually get on land it's easy to die a lot since most mobs kill you in 1 or 2 hits since you barely have any hearts at that point
oh yeah, then I guess you could call it pretty difficult, since you can run into some pretty powerful mobs right away if you're just wandering, you also don't have many weapons, and the ones you do have are pretty weak
ToTK in general is just more difficult than BoTW, which is fair considering most had already played BoTW and knew it's mechanics already.
just finished OoT water temple
wasn't as bad as I expected
though just counting in my head how many times I had to equip the boots and how you needed to go to the pause menu in the old versions I can see how it would be a nightmare
more enjoyable than fire temple was
I would bring back that old style for art direction, try to match the scale of some of the artwork for Zelda 2 for example (doable after the open world ones) but with actual dungeons and special items, get rid of muh breakable weapons of course, ramp up the puzzle difficulty (you can make the answer available at any moment for the kiddies and morons) and ramp up the minigames
make the three dungeons with a useful item formula but fo it really badly so that oldgays can stfu about wanting a new game in the old formula
alternatively, a game that takes place in one of the wars a lot of the games refer to happening in the past but you actually play through it. maybe something like a lite remake of alttp but in 3d and expand the world a bit so it seems bigger and less bullshit hard bosses and dungeons in the dark world. just focus on good combat jnstead
Why is it the less focus a Zelda game has on Zelda, it is overall a better game?
>Why is it the less focus a Zelda game has on Zelda, it is overall a better game?
Smells like virgin talk to me.
I've got news for you, Majoragay.
"The four giants were friends of the Skull Kid who, much like Termina itself, were created in a new form by the power of Majora's Mask." (Encyclopedia, Dark Horse Books, pg. 37)
"While the hero's pure heart allows the world of Termina to momentarily revel in its salvation, as soon as he departs, that world ceases to exist." (Encyclopedia, Dark Horse Books, pg. 37)
that doesn't have anything at all to do with what he said about the quality of the game and who cares about encyopledias and dark horse books anyway? i just want to play good video games. This is DBS powerlevelgayging tier shitposting.
So was Termina physically real, or like a mass hysteria hallucination, or more like a comatose dream world?
According to those guides, Termina was real, but altered by Majora's mask. This plays into the hero of time dying without any fame to speak of (when he became a stalfos out of sheer regret).
>Termina was real but saving it got the entire place wiped out of existence
So what was the point?
those guides dont matter
It is more focused on gameplay instead of relying on overused Japanese tropes as a substitute for people that can't get a real relationship
Locking on needs to go back to how it worked before. I believe TP was the one that perfected it, though I didn't play any Zelda between that and BOTW. It's so frustrating to die because you couldn't lock on.
>draw a girl
>call it a boy
when will this trend die?
The original vision was that hylians were basically elfs, so links somewhat twinkish appearance makes sense.
>Create an elf race
>Create no human equivalent
What did Nintendo mean by this?
There are humans in TP
I wouldn't say Link was effeminate until the Ocarina of Time version, which gave him eye liner or some kind of makeup. And it matches up with Eiji's weird comments about meaning to make Link gender-neutral in appearance. But that was only in his child form, his adult form definitely can't pass for gender neutral at all.
A high percentage of children are androgynous in appearance until the early onset of puberty
Take out every fricking thing BOTW introduced, burn it, and then burn it again.
Make a new WW toon zelda game but fully open with various large islands. Make Link an adult and make the boat an actual ship with naval combat.
The children, they yearn for AC Black Flag.
>Go back to BotW
>Disregard almost all of TotK completely
>Slightly shrink the world, but add more substantial landmarks
>No weapon durability
>A new land completely
>Each region has their own enemies, flora and fauna
>Bring back the cave system but make it so that you can go deeper underground, but make the caves connected to each other, maybe not all of them but enough of them
>Some dungeons could be found in some of the more complex caves alongside mini-dungeons
>No Koroks, no shrines, if you see a chest in a danger-filled cave, it's gonna have something you want (Heart Piece, 200 rupees) and can take without having a full inventory
>Blacksmith to upgrade your weapons, not fix them
>Drop Ganondorf because they refuse to do anything interesting with him, drop Hylia and Demise, drop fricking Hyrule and bring back some other lands or make new ones. Go full Wind Waker and bury that shit for good
>Drop Zelda too if they insist on keeping Hylia around, otherwise keep her in Hyrule while you frick off to another kingdom with a better princess
besides the botw part this is pretty reasonable
When I say go back to BotW, I mean in the sense of the base game. It's a good foundation for a better game but TotK fricked it up. Take the positives of that game and build on them properly and you've got a good formula for a sequel.
>TotK is so bad, the only solution is to Wind Waker it out existence.
How did they not learn?
stick to 2d games since they clearly have no idea how to do 3d ones anymore. It's been over 2 decades now with no good 3d zelda for fricks sake
Commit a terrorist attack on Nintendo headquarters is the most likely way to fix Nintendo games in general I think (this is a joke Kenshiro)
TotK is already the best Zelda.
It took Nintendo 35 years but they finally gave us the game we were promised.
where the zelda illustration of him riding a hover bike you slap together in 30 seconds to trivialize every challenge in the game?
I didn't do that though. I had fun instead.
Link sex
First order of business is changing the overall pacing
>Open-world in concept; zones in practice
>Hyrule Field returns to being a hub like in OoT/Termina
>All meaty content in zones like Great Plateau
Then there's the gameplay loop
>Riff on Tears
>Game involves raising Sky Islands
>Build a path from outer edges of sky to inside, where Hyrule Castle floats
>Sky Islands are raised by completing mid-sized dungeons in the underworld
>Player can order Sky Islands however they like, letting them forge unique path
The weapons system becomes a hybrid of new and old
>Durability scrapped, but
>Game begins by acquiring Champion's Weapons, which are unbreakable
>Each new ability is tied to a Champion's Weapon
>Champion Weapons can be upgraded to unlock new functions
>Attachments that vary weapons' properties remain, and depending on the weapon, may be punted at enemies
The story is about drawing power from deceased Heroes and Princesses.
>All former Links have met a grim end
>E.g. Ocarina's Link perished in the Lost Woods while looking for Navi
>Wind Waker's Link died at sea
>Twilight Princess's Link became a thief king
>Story is about exorcising these characters and taking their powers
>In parallel, Zelda treks into temples to learn from her ancestors
>Each Zelda ghost exacts more and more of the current princess's humanity
Bring back Link's old outfit. The botw/totk one is shit
Atleast it varied for outfits during the game though but still need to have links outfit.
Not until Fujibayashi and Aounuma are forever gone from Zelda as a whole.
I'm glad they gave Link the Blue Tunic to differentiate the Era of Link
Calling it an outfit is extremely generous. The slightly oversized blue shirt is soulless.
The blue one only really looks cool when paired with its hood, and the ToTK is just kinda homosexual in official art and looks stupid in game but I've seen some artists make it look decent before so maybe it's just execution.
that's ToTK art for the champions tunic, it really just is a large blue shirt.
Whilst it is shit, you can wear literally any past tunic you want in the game, do you really need another green outfit?
the outfits in botw are kinda shit. it was somehow more fun in TFH, but maybe that's because the different effects fely more substantial and the tone of the game fit the costumes better
Get rid of the open world emptiness and embrace dungeons again.
LttP Zelda and LBW Zelda are the best designs for her in all the series.
THIS is the peak Link design.
they should let you play as zelda and put in in a bikini